//HEADER_GOES_HERE #ifndef __TOWN_H__ #define __TOWN_H__ void town_clear_upper_buf(BYTE *pBuff); void town_clear_low_buf(BYTE *pBuff); void town_special_lower(BYTE *pBuff, int nCel); void town_special_upper(BYTE *pBuff, int nCel); void town_draw_clipped_e_flag(BYTE *pBuff, int x, int y, int sx, int sy); void town_draw_clipped_town(BYTE *pBuff, int sx, int sy, int dx, int dy, int eflag); void town_draw_lower(int x, int y, int sx, int sy, int chunks, int eflag); void town_draw_clipped_e_flag_2(BYTE *pBuff, int x, int y, int skipChunks, int CelSkip, int sx, int sy); void town_draw_clipped_town_2(BYTE *pBuff, int sx, int sy, int skipChunks, int CelSkip, int dx, int dy, int eflag); void town_draw_lower_2(int x, int y, int sx, int sy, int chunks, int skipChunks, int eflag); void town_draw_e_flag(BYTE *pBuff, int x, int y, int capChunks, int CelCap, int sx, int sy); void town_draw_town_all(BYTE *pBuff, int x, int y, int capChunks, int CelCap, int sx, int sy, int eflag); void town_draw_upper(int x, int y, int sx, int sy, int chunks, int capChunks, int eflag); void T_DrawGame(int x, int y); void T_DrawZoom(int x, int y); void T_DrawView(int StartX, int StartY); void SetTownMicros(); void T_FillSector(BYTE *P3Tiles, BYTE *pSector, int xi, int yi, int w, int h); void T_FillTile(BYTE *P3Tiles, int xx, int yy, int t); void T_Pass3(); void CreateTown(int entry); #endif /* __TOWN_H__ */