/* the position within the map array */\r
i=ty * mv->map->width + tx;\r
for( mv->dx=poopoffset; mv->dx<(mv->page->sw+mv->dxThresh)/(poopoffset+1) && tx < mv->map->width; mv->dx+=mv->map->tiles->tileWidth, tx++) {\r
- if(i>=0) /* we are in the map, so copy away! */\r
+ if(i>=0)\r
mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, mv->dx, y);\r
i++; /* next! */\r
}\r
-//if(pagedelayrendermap) delay(200);\r
+if(pagedelayrendermap) delay(200);\r
}\r
\r
void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *player, word poopoffset)\r
/* We'll copy all of the columns in the screen,\r
i + 1 row above and one below */\r
for( mv->dy=poopoffset; mv->dy<(mv->page->sh+mv->dyThresh)/(poopoffset+1) && ty < mv->map->height; mv->dy+=mv->map->tiles->tileHeight, ty++) {\r
- if(i>=0) /* we are in the map, so copy away! */\r
+ if(i>=0)\r
mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, mv->dy);\r
i += mv->map->width;\r
}\r
-//if(pagedelayrendermap) delay(200);\r
+if(pagedelayrendermap) delay(200);\r
}\r
\r
void mapDrawWRow(map_view_t *mv, int tx, int ty, word y)\r