printf("size of mmblocktype: %u ", sizeof(mmblocktype));\\r
printf("\n\n");\\r
printf("player vars:\n");\\r
- printf(" xy: %dx%d", gvar.player[0].enti.x, gvar.player[0].enti.y); printf(" txy: %dx%d", gvar.player[0].enti.tx, gvar.player[0].enti.ty); printf(" triggxy: %dx%d", gvar.player[0].enti.triggerx, gvar.player[0].enti.triggery); printf(" value: %d\n", gvar.mv[1].map->layerdata[0].data[(gvar.player[0].enti.triggerx-1)+(map.width*(gvar.player[0].enti.triggery-1))]);\\r
+ printf(" xy: %dx%d", gvar.player[0].enti.x, gvar.player[0].enti.y); printf(" txy: %dx%d", gvar.player[0].enti.tx, gvar.player[0].enti.ty); printf(" triggxy: %dx%d", gvar.player[0].enti.triggerx, gvar.player[0].enti.triggery); printf(" value: %d\n", gvar.mv[1].map->layerdata[0].data[(gvar.player[0].enti.triggerx-1)+(gvar.map.width*(gvar.player[0].enti.triggery-1))]);\\r
printf(" hp: %d", (gvar.player[0].enti.hp)); printf(" q: %u", gvar.player[0].enti.q); printf(" info.dir: %u", gvar.player[0].info.dir); printf(" d: %u", gvar.player[0].enti.d); printf(" dire: %u", gvar.player[0].enti.dire);\\r
printf(" pdir: %u\n", gvar.player[0].pdir); printf(" delay=%u", gvar.player[0].enti.spri.delay);\\r
printf("\n\n");\\r
inline void near ScrollRight(map_view_t *mv, player_t *pl, word id, word plid)\r
{\r
/* increment the pixel position and update the page */\r
- mv[id].page->dx += pl[plid].enti.speed;\r
+ mv[id].page->dx += pl[plid].enti.spt;\r
\r
/* check to see if this changes the tile */\r
if(mv[id].page->dx >= mv[id].dxThresh )\r
inline void near ScrollLeft(map_view_t *mv, player_t *pl, word id, word plid)\r
{\r
/* decrement the pixel position and update the page */\r
- mv[id].page->dx -= pl[plid].enti.speed;\r
+ mv[id].page->dx -= pl[plid].enti.spt;\r
\r
/* check to see if this changes the tile */\r
if(mv[id].page->dx == 0)\r
inline void near ScrollUp(map_view_t *mv, player_t *pl, word id, word plid)\r
{\r
/* decrement the pixel position and update the page */\r
- mv[id].page->dy -= pl[plid].enti.speed;\r
+ mv[id].page->dy -= pl[plid].enti.spt;\r
\r
/* check to see if this changes the tile */\r
if(mv[id].page->dy == 0 )\r
inline void near ScrollDown(map_view_t *mv, player_t *pl, word id, word plid)\r
{\r
/* increment the pixel position and update the page */\r
- mv[id].page->dy += pl[plid].enti.speed;\r
+ mv[id].page->dy += pl[plid].enti.spt;\r
\r
/* check to see if this changes the tile */\r
if(mv[id].page->dy >= mv[id].dyThresh )\r