+#if 0\r
+//\r
+void VRS_ReadVRL(char *filename, entity_t *enti, global_game_variables_t *gvar){ VRS_OpenVRL(filename, enti, 1, gvar); }\r
+void VRS_LoadVRL(char *filename, entity_t *enti, global_game_variables_t *gvar){ VRS_OpenVRL(filename, enti, 0, gvar); }\r
+void VRS_OpenVRL(char *filename, entity_t *enti, boolean rlsw, global_game_variables_t *gvar)\r
+{\r
+#ifndef VRL_USECAMMPM\r
+ vrl1_vgax_offset_t *line_offsets;\r
+#endif\r
+// uint32_t far *vrl_headers_offsets;\r
+ struct vrl1_vgax_header far *curr_vrl;\r
+\r
+ switch(rlsw)\r
+ {\r
+ case 1:\r
+ CA_ReadFile(filename, &enti->spri.spritesheet.spribuff, gvar);\r
+ break;\r
+ case 0:\r
+ CA_LoadFile(filename, &enti->spri.spritesheet.spribuff, gvar);\r
+ break;\r
+ }\r
+\r
+ // Insert sanity cheks later\r
+ enti->spri.sprite_vrl_cont.buffer = enti->spri.spritesheet.spribuff;\r
+ enti->spri.sprite_vrl_cont.data_size = sizeof(enti->spri.spritesheet.buffer) - sizeof(struct vrl1_vgax_header);\r
+\r
+ // Allocate memory for vrl line offsets table\r
+#ifndef VRL_USECAMMPM\r
+ line_offsets = malloc(sizeof(vrl1_vgax_offset_t *));//TODO: USE MM_ CA_ AND PM_\r