IN_ReadCursor(CursorInfo *, global_game_variables_t *gvar),\r
IN_ReadControl(player_t *player, global_game_variables_t *gvar),\r
IN_SetControlType(player_t *player,ControlType type),\r
- IN_GetJoyAbs(word joy,word *xp,word *yp),\r
+ IN_GetJoyAbs(word joy,word __far*xp,word __far*yp),\r
IN_SetupJoy(word joy,word minx,word maxx,\r
word miny,word maxy, global_game_variables_t *gvar),\r
#if DEMO0\r
byte IN_MouseButtons (global_game_variables_t *gvar);\r
byte IN_JoyButtons (void);\r
\r
-void INL_GetJoyDelta(word joy,int *dx,int *dy/*,boolean adaptive*/, global_game_variables_t *gvar);\r
+void INL_GetJoyDelta(word joy,int __far*dx,int __far*dy/*,boolean adaptive*/, global_game_variables_t *gvar);\r
void IN_StartAck(global_game_variables_t *gvar);\r
boolean IN_CheckAck (global_game_variables_t *gvar);\r
boolean IN_IsUserInput(global_game_variables_t *gvar);\r