+
+/*void animatePlayer(player_t *player,word playnum, short scrolloffsetswitch, int ls, bitmap_t *bmp)
+{
+ sword dire=32; //direction
+ sword qq; //scroll offset
+
+ if(scrolloffsetswitch==0) qq = 0;
+ else qq = ((player[playnum]->p)*player[playnum]->speed);
+ switch (player[playnum]->dir)
+ {
+ case 0:
+ //up
+ dire*=player[playnum]->dir;
+ player[playnum]->x=player[playnum]->x-4;
+ player[playnum]->y=player[playnum]->y-qq-TILEWH;
+ break;
+ case 1:
+ // right
+ dire*=(player[playnum]->dir-2);
+ player[playnum]->x=player[playnum]->x+qq-4;
+ player[playnum]->y=player[playnum]->y-TILEWH;
+ break;
+ case 2:
+ break;
+ case 3:
+ //down
+ dire*=(player[playnum]->dir-2)
+ player[playnum]->x=player[playnum]->x-4;
+ player[playnum]->y=player[playnum]->y+qq-TILEWH;
+ break;
+ case 4:
+ //left
+ dire*=(player[playnum]->dir+2)
+ player[playnum]->x=player[playnum]->x-qq-4;
+ player[playnum]->y=player[playnum]->y-TILEWH;
+ break;
+ }
+// modexCopyPageRegion(dest->page, src->page, x-4, y-4, x-4, y-4, 28, 40);
+// if(2>ls && ls>=1) { modexDrawSpriteRegion(dest->page, x, y, 48, dire, 24, 32, bmp); }else
+// if(3>ls && ls>=2) { modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }else
+// if(4>ls && ls>=3) { modexDrawSpriteRegion(dest->page, x, y, 0, dire, 24, 32, bmp); }else
+// if(5>ls && ls>=4) { modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }
+ //TODO: mask copy //modexCopyPageRegion(dest->page, src->page, x-4, y-4, x-4, y-4, 28, 40);
+ //modexClearRegion(top->page, 66, 66, 2, 40, 0);
+ //modexCopyPageRegion(dest->page, top->page, 66, 66, 66, 66, 2, 40);
+ //turn this off if XT
+ //XTif(detectcpu() > 0)
+// modexWaitBorder();
+}*/