IN_initplayer(&player, 0);\r
\r
#ifndef SPRITE\r
- modexClearRegion(mv[0].page, player[0].x, player[0].y-TILEWH, 16, 32, 15);\r
+ modexClearRegion(mv[0].page, player[0].enti.x, player[0].enti.y-TILEWH, 16, 32, 15);\r
#else\r
- modexDrawSpriteRegion(&gvar.video.page[0], player[0].x, player[0].y-TILEWH, 16, 64, 16, 32, PCXBMPPTR);\r
+ modexDrawSpriteRegion(&gvar.video.page[0], player[0].enti.x, player[0].enti.y-TILEWH, 16, 64, 16, 32, PCXBMPPTR);\r
#endif\r
\r
if(!pageflipflop) VL_ShowPage(mv[1].page, 0, 0);//modexShowPage(mv[1].page);\r
modexFadeOn(4, gpal);\r
#endif\r
#endif\r
- while(!IN_KeyDown(sc_Escape) && player[0].hp>0)\r
+ while(!IN_KeyDown(sc_Escape) && player[0].enti.hp>0)\r
{\r
shinku(&gvar);\r
//top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
//to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
- //when player[0].tx or player[0].ty == 0 or player[0].tx == 20 or player[0].ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
+ //when player[0].enti.tx or player[0].enti.ty == 0 or player[0].enti.tx == 20 or player[0].enti.ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
\r
//player movement\r
IN_ReadControl(0, &player);\r
ZC_walk(&mv, &player, 0);\r
}else{\r
PANKEYFUN;//panPageManual(&mv, &player, 0);\r
- //printf(" player[0].q: %d", player[0].q); printf(" player[0].d: %d\n", player[0].d);\r
+ //printf(" player[0].enti.q: %d", player[0].enti.q); printf(" player[0].d: %d\n", player[0].d);\r
}\r
\r
//the scripting stuff....\r
- //if(((player[0].triggerx == TRIGGX && player[0].triggery == TRIGGY) && IN_KeyDown(0x1C))||(player[0].tx == 5 && player[0].ty == 5))\r
- if(((mv[0].map->data[(player[0].triggerx-1)+(map.width*(player[0].triggery-1))] == 0) && IN_KeyDown(0x1C))||(player[0].tx == 5 && player[0].ty == 5))\r
+ //if(((player[0].enti.triggerx == TRIGGX && player[0].enti.triggery == TRIGGY) && IN_KeyDown(0x1C))||(player[0].enti.tx == 5 && player[0].enti.ty == 5))\r
+ if(((mv[0].map->data[(player[0].enti.triggerx-1)+(map.width*(player[0].enti.triggery-1))] == 0) && IN_KeyDown(0x1C))||(player[0].enti.tx == 5 && player[0].enti.ty == 5))\r
{\r
short i;\r
for(i=800; i>=400; i--)\r
}\r
nosound();\r
}\r
- if(player[0].q == (TILEWH/(player[0].speed))+1 && player[0].info.dir != 2 && (player[0].triggerx == 5 && player[0].triggery == 5)){ player[0].hp--; }\r
+ if(player[0].enti.q == (TILEWH/(player[0].enti.speed))+1 && player[0].info.dir != 2 && (player[0].enti.triggerx == 5 && player[0].enti.triggery == 5)){ player[0].enti.hp--; }\r
//debugging binds!\r
#ifdef MODEX\r
#ifdef FADE\r
#endif\r
if(IN_KeyDown(sc_R)){ modexPalOverscan(rand()%56); } //r\r
\r
- if((player[0].q==1) && !(player[0].x%TILEWH==0 && player[0].y%TILEWH==0)) break; //incase things go out of sync!\r
+ if((player[0].enti.q==1) && !(player[0].enti.x%TILEWH==0 && player[0].enti.y%TILEWH==0)) break; //incase things go out of sync!\r
}\r
\r
/* fade back to text mode */\r