\r
#include "src/lib/16_spri.h"\r
\r
+struct glob_game_vars *ggvv;\r
+\r
char* get_curr_anim_name(struct sprite *spri)\r
{\r
// Retrive animation name list\r
}\r
\r
// render box bounds. y does not need modification, but x and width must be multiple of 4\r
- if(!video->rss)\r
+ if(!video->vga_state.rss)\r
{\r
if (x >= enti->overdraww) rx = (x - enti->overdraww) & (~3);\r
else rx = -(video->page[0].dx);\r
if ((rx+w) > video->page[0].width) w = video->page[0].width-rx;\r
if ((ry+h) > video->page[0].height) h = video->page[0].height-ry;\r
\r
- if(!video->bgps){\r
+ if(!video->vga_state.bgps){\r
// block copy pattern to where we will draw the sprite\r
vga_setup_wm1_block_copy();\r
o2 = video->ofs.offscreen_ofs;\r
);\r
#endif\r
#ifdef __DEBUG_SPRI__\r
- if(dbg_delayanimation) delay(250);//{ while(!IN_KeyDown(sc_Space)/* && !IN_KeyDown(sc_Escape)*/){} delay(250); }\r
+// if(ggvv->player[0].enti.q<5)\r
+ if(dbg_delayanimation)\r
+ {\r
+ IN_Ack(ggvv);// delay(250);//{ while(!IN_KeyDown(sc_Space)/* && !IN_KeyDown(sc_Escape)*/){} delay(250); }\r
+ }\r
#endif\r
- if(!video->rss)\r
+ if(!video->vga_state.rss)\r
{\r
// restore ptr\r
vga_state.vga_graphics_ram = omemptr;\r
\r
- if(!video->bgps){\r
+ if(!video->vga_state.bgps){\r
// block copy to visible RAM from offscreen\r
vga_setup_wm1_block_copy();\r
o = video->ofs.offscreen_ofs; // source offscreen\r
// restore stride\r
vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = video->page[0].stridew;\r
\r
- vga_state.vga_graphics_ram = video->omemptr;\r
+ vga_state.vga_graphics_ram = video->vga_state.omemptr;\r
video->dorender=1;\r
}\r