// 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)