    // Fades the screen from black to normal over the specified duration.
    // This renders over everything.
    void FadeIn(int _dur)

    // Fades the screen from black to normal over the course of one second.
    // during this time the v1rpg global sound volume is changed from 0 to 100,
    // finally resting at 100.
    //
    // This renders over everything.
    void FadeInWSound()

    // Fades the screen from normal to black over the specified time.
    //
    // This renders over everything.
    void FadeOut(int _dur)

    // Fades the screen from normal to black over the specified time.
    // during this time the v1rpg global sound volume is changed from 100 to 0,
    // finally resting at 0.
    //
    // This renders over everything.
    void FadeOutWSound(int _dur)

    // Fades the screen from white to normal over the specified duration.
    // This renders over everything.
    void WhiteIn(int _dur)

    // Fades the screen from normal to white over the specified duration.
    // This renders over everything.
    void WhiteOut(int _dur)

    // fades from the image referenced by the global handle crossfade_img to
    // the present screen over the specified duration
    //
    // This renders over everything.
    void CrossFade(int _dur)

    // Does a starwars-style wipe-transition from the image referenced by the
    // global handle crossfade_img to the current screen over the specified period
    //
    // This renders over everything.
    void TransWipe(int _dur)

    // Goes from the current screen to a blackout by way of a shrinking black box
    // transition over the specified time.
    //
    // This renders over everything.
    void BoxOut(int _dur)

    // Goes from a blackout to the current screen by way of a growing black box
    // transition over the specified time.
    //
    // This renders over everything.
    void BoxIn(int _dur)

    // Goes from the current screen to a blackout by way of a shrinking black circle
    // transition over the specified time.
    //
    // This renders over everything.
    void CircleOut(int dur)

    // Goes from a blackout to the current screen by way of a growing black circle
    // transition over the specified time.
    //
    // This renders over everything.
    void CircleIn(int dur)

    // Fades the specified image lucently in over the screen over a specified time.
    //
    // This renders over everything.
    void FadeInImg(int _dur, int _img)

    // Fades the specified image lucently out from over the screen over a specified
    // time.
    //
    // This renders over everything.
    void FadeOutImg(int _dur)

    void WhiteInImg(int _dur, int _img)

    void WhiteOutImg(int _dur)

    void CrossFadeImg(int _dur, int _img)

    // waits for the specified time, while continuing to update the screen
    // and process entities.
    //
    void Wait(int _dur)

    // Exactly like Wait()  except that the screen is superimposed with the
    // specified color.
    //
    // This renders over everything.
    void WaitOut(int _dur, int color)

    // This fades from a screen full of the specifed color to normal over the
    // specified time.
    //
    // This renders over everything.
    void FadeFromColor(int _color, int _dur)

    // This fades from a normal screen to a screen full of the specifed color over
    // the specified time.
    //
    // This renders over everything.
    void FadeToColor(int _color, int _dur)