// 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)