//HEADER_GOES_HERE #ifndef __TOWN_H__ #define __TOWN_H__ void __fastcall town_clear_upper_buf(int a1); void __fastcall town_clear_low_buf(int y_related); void __fastcall town_draw_clipped_e_flag(void *buffer, int x, int y, int sx, int sy); void __fastcall town_draw_clipped_town(void *unused, int x, int y, int sx, int sy, int some_flag); void __fastcall town_draw_lower(int x, int y, int sx, int sy, int a5, int some_flag); void __fastcall town_draw_clipped_e_flag_2(void *buffer, int x, int y, int a4, int a5, int sx, int sy); void __fastcall town_draw_clipped_town_2(int x, int y, int a3, int a4, int a5, int sx, int sy, int some_flag); void __fastcall town_draw_lower_2(int x, int y, int sx, int sy, int a5, int a6, int some_flag); void __fastcall town_draw_e_flag(void *buffer, int x, int y, int a4, int dir, int sx, int sy); void __fastcall town_draw_town_all(void *buffer, int x, int y, int a4, int dir, int sx, int sy, int some_flag); void __fastcall town_draw_upper(int x, int y, int sx, int sy, int a5, int a6, int some_flag); void __fastcall T_DrawGame(int x, int y); void __fastcall T_DrawZoom(int x, int y); void __fastcall T_DrawView(int StartX, int StartY); void __cdecl town_init_dpiece_defs_map(); void __fastcall T_FillSector(unsigned char *P3Tiles, unsigned char *pSector, int xi, int yi, int w, int h); void __fastcall T_FillTile(unsigned char *P3Tiles, int xx, int yy, int t); void __cdecl T_Pass3(); void __fastcall CreateTown(int entry); #endif /* __TOWN_H__ */