]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/16_in.h
====----==== reverted undid what i did today ====
[16.git] / src / lib / 16_in.h
index e0efe8cfd593e321138cfcce8a85afd1be9a39ea..9bcec25889cdab222c946b820430dff57e889794 100755 (executable)
@@ -32,7 +32,7 @@
 #include "src/lib/16_timer.h"\r
 #ifdef __WATCOMC__     //borland C BCEXMM.EXE\r
 #include "src/lib/16_dbg.h"\r
-#include "src/lib/16_sprit.h"\r
+#include "src/lib/16_spri.h"\r
 #include "src/lib/16_enti.h"\r
 //#include "src/lib/bitmap.h"  //old format\r
 #endif\r
@@ -56,7 +56,7 @@
 #define        MaxPads         2\r
 #define        NumCodes        128\r
 \r
-typedef        byte            ScanCode;\r
+//typedef      byte            ScanCode;\r
 #define        sc_None                 0\r
 #define        sc_Bad                  0xff\r
 #define        sc_Return               0x1c\r
@@ -155,7 +155,8 @@ typedef     enum            {
                                                demo_Off,demo_Record,demo_Playback,demo_PlayDone\r
                                        } Demo;\r
 #endif\r
-typedef        enum            {\r
+//moved to 16_tdef.h\r
+/*typedef      enum            {\r
                                                //ctrl_None,                            // MDM (GAMERS EDGE) - added\r
                                                ctrl_Keyboard,\r
                                                        ctrl_Keyboard1 = ctrl_Keyboard,ctrl_Keyboard2,\r
@@ -216,24 +217,22 @@ typedef   struct
        byte d;         //direction to render sprite!! wwww\r
        byte q;         //loop variable for anumation and locking the playing to compleate the animation cycle to prevent issues with misalignment www\r
        byte near pdir; //previous direction~\r
-       //byte near kd[2];      //array of arrow key pressed\r
        word speed;             //player speed!\r
        word spt;               //speed per tile\r
-//0000 planar_buf_t huge *data; //supposively the sprite sheet data\r
-//     planar_buf_t data; //supposively the sprite sheet data\r
-////0000----\r
 #ifdef __WATCOMC__\r
        struct sprite   *spri;  //supposively the sprite sheet data\r
        memptr          gr;\r
        entity_t                *ent;\r
 #endif\r
-       bitmap_t __far *data;           //supposively the sprite sheet data//old format\r
+       bitmap_t        *data;          //supposively the sprite sheet data//old format\r
+       bitmap_t        bmp;\r
        sword hp; //hitpoints of the player\r
-       int persist_aniframe;    /* gonna be increased to 1 before being used, so 0 is ok for default */\r
+       int persist_aniframe;    // gonna be increased to 1 before being used, so 0 is ok for default\r
        CursorInfo      info;\r
        ControlType     Controls;\r
+//newer vars\r
        int dx, dy, delta;      //TODO: what is this? ^^\r
-} player_t;\r
+} player_t;*/\r
 \r
 /*\r
 =============================================================================\r
@@ -285,7 +284,7 @@ extern void IN_SetKeyHook(void (*hook)());
 extern void IN_ClearKeysDown();\r
 //static void INL_AdjustCursor(CursorInfo *info,word buttons,int dx,int dy);\r
 extern void IN_ReadCursor(CursorInfo *info);\r
-extern void near IN_ReadControl(int pn,player_t *player);\r
+extern void near IN_ReadControl(word pn, player_t *player);\r
 extern void IN_SetControlType(word pn,player_t *player,ControlType type);\r
 #if DEMO0\r
 extern boolean IN_StartDemoRecord(word bufsize);\r
@@ -303,6 +302,5 @@ extern boolean IN_UserInput(dword delay,boolean clear);
 extern boolean IN_KeyDown(byte code);\r
 extern void IN_ClearKey(byte code);\r
 extern boolean IN_qb(byte kee);\r
-void IN_initplayer(player_t *player, word pn);\r
 \r
 #endif\r