\r
// OK, this one takes hellova time and needs to be done in farmalloc or MM_...\r
//IN CA i think you use CAL_SetupGrFile but i do think we should work together on this part --sparky4\r
- //gvar.player[0].enti.spri = malloc(sizeof(struct sprite));\r
- gvar.player[0].enti.spri.spritesheet = malloc(sizeof(struct vrs_container));\r
+ //----gvar.player[0].enti.spri.spritesheet = malloc(sizeof(struct vrs_container));\r
\r
// create the map\r
// fprintf(stderr, "testing map load~ ");\r
VRS_LoadVRS(bakapee1, &gvar.player[0].enti, &gvar);\r
\r
// input!\r
- IN_Default(0, &gvar.player[0],ctrl_Keyboard1);\r
+ IN_Default(0, &gvar.player[0],ctrl_Keyboard1, &gvar);\r
\r
// save the palette\r
#ifdef FADE\r
//when gvar.player[0].tx or gvar.player[0].ty == 0 or gvar.player[0].tx == 20 or gvar.player[0].ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
\r
//gvar.player movement\r
- IN_ReadControl(&gvar.player[0]);\r
+ IN_ReadControl(&gvar.player[0], &gvar);\r
if(!panswitch){\r
//ZC_walk2(gvar.player[0].ent, mv);\r
ZC_walk(&gvar.mv, &gvar.player, 0);\r
if(gvar.player[0].enti.q == (TILEWH/(gvar.player[0].enti.speed))+1 && gvar.player[0].info.dir != 2 && (gvar.player[0].enti.triggerx == 5 && gvar.player[0].enti.triggery == 5)){ gvar.player[0].enti.hp--; }\r
//debugging binds!\r
\r
- if(IN_KeyDown(24)){ modexPalUpdate0(&gvar.video.palette); /*paloffset=0;*/ modexpdump(gvar.mv[0].page); IN_UserInput(1); } //o\r
+ if(IN_KeyDown(24)){ modexPalUpdate0(&gvar.video.palette); /*paloffset=0;*/ modexpdump(gvar.mv[0].page); IN_UserInput(1, &gvar); } //o\r
if(IN_KeyDown(22)){ modexPalUpdate0(&gvar.video.palette); } //u\r
\r
TAIL_FUNCTIONKEYFUNCTIONS\r
VL_LoadPalFile(bakapee1p, &gvar.video.palette);\r
}//JK\r
#ifdef FADE\r
- if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate(gvar.video.dpal); IN_UserInput(1); }\r
+ if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate(gvar.video.dpal); IN_UserInput(1, &gvar); }\r
#endif\r
if(IN_KeyDown(sc_R)){ modexPalOverscan(rand()%56); } //r\r
\r