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#ifdef LUNATIC
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#ifdef LUNATIC
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void G_ShowView(int32_t x, int32_t y, int32_t z, int32_t a, int32_t horiz, int32_t sect,
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void G_ShowView(int32_t x, int32_t y, int32_t z, int32_t a, int32_t horiz, int32_t sect,
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                int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t unbiasedp);
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                int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t unbiasedp);
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void P_AddWeaponMaybeSwitchI(int32_t snum, int32_t weap);
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void P_AddWeaponMaybeSwitchI(int32_t snum, int32_t weap);
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void VM_FallSprite(int32_t i);
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void VM_FallSprite(int32_t i);
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int32_t VM_ResetPlayer2(int32_t snum);
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int32_t VM_ResetPlayer2(int32_t snum, int32_t flags);
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int32_t VM_CheckSquished2(int32_t i, int32_t snum);
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int32_t VM_CheckSquished2(int32_t i, int32_t snum);
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#endif
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#endif
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#ifdef __cplusplus
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#ifdef __cplusplus
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}
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}