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void multidump();
void frameoutv(uint8* dst, const uint8* src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y);
void frameoutnm(uint8* dst, const uint8* src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y);
void frameoutbh(uint8* dst, const uint8* src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y);
void frameoutfx(uint8* dst, const uint8* src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y);
void worktoscreen();
void multiget();
void convertkey();
void cls();
void printsprites();
void quickquit();
void readoneblock();
void printundermon();
void seecommandtail();
void randomnumber();
void quickquit2();
Sprite* spritetable();
void showframe();
uint16 showframeCPP(uint16 dst, uint16 src, uint16 x, uint16 y, uint8 frameNumber, uint8 effectsFlag);
void printasprite(const Sprite* sprite);
void width160();
void multiput();
void eraseoldobs();
void clearsprites();
void makesprite();
Sprite* makesprite(uint8 x, uint8 y, uint16 updateCallback, uint16 somethingInDx, uint16 somethingInDi);
void spriteupdate();
void initman();
void mainmanCPP(Sprite* sprite);
void walking();
void aboutturn(Sprite* sprite);
void backobject(Sprite* sprite);
void constant(Sprite* sprite, ObjData* objData);
void steady(Sprite* sprite, ObjData* objData);
void random(Sprite* sprite, ObjData* objData);
void dodoor();
void dodoor(Sprite* sprite, ObjData* objData);
void liftsprite();
void liftsprite(Sprite* sprite, ObjData* objData);
void turnpathonCPP(uint8 param);
void turnpathoffCPP(uint8 param);
void modifychar();
void lockmon();
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