+ enti->triggery = enti->ty+1; //south\r
+\r
+ enti->q = 1;//loop var\r
+ enti->d = 2;//dir var\r
+ enti->pred = 4;//previous dir\r
+ enti->hp = 4;//hit points\r
+ enti->spt = 4;//walkspeed\r
+ enti->persist_aniframe = enti->q;\r
+ enti->spt=(TILEWH/(enti->spt)); //speed per tile wwww\r
+ enti->overdraww = 0;\r
+ enti->overdrawh = 4;\r
+\r
+ VL_Initofs(video);\r
+\r
+// modexClearRegion(&video->page[0], enti->x, enti->y, 16, 16, 2);\r
+// modexClearRegion(&video->page[2], 0, 0, video->page[2].sw, video->page[2].sh, 45);\r
+// modexClearRegion(&video->page[3], 0, 0, video->page[3].sw, video->page[3].sh, 47);\r
+ if(!video->vga_state.bgps){\r
+ //video->ofs.pattern_ofs=(uint16_t)video->page[0].data;\r
+ //video->ofs.offscreen_ofs=(uint16_t)video->page[3].data;\r
+ w = (enti->x + 24) & (~3);\r
+ h = enti->y + 32;\r
+\r
+ // block copy pattern to where we will draw the sprite\r
+ vga_setup_wm1_block_copy();\r
+ o2 = video->ofs.offscreen_ofs; //dest\r
+ o = video->ofs.pattern_ofs + (enti->y * video->page[0].stridew) + (enti->x >> 2); // source\r
+ for (i=0;i < h;i++,o += video->page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
+ // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally\r
+ vga_restore_rm0wm0();\r
+ }//else{\r
+ //w=h=o=i=o2=0;\r
+ //modexCopyPageRegion(&video->page[2], &video->page[0], enti->x, enti->y, 0, 0, 24, 32);\r
+ //}\r