long deltax,deltay;\r
int xl,xh,yl,yh;\r
int x,y;\r
- unsigned tile;\r
+ objtype *tile;\r
\r
deltax = ob->x - player->x;\r
if (deltax < -MINACTORDIST || deltax > MINACTORDIST)\r
tile = actorat[x][y];\r
if (!tile)\r
continue;\r
- if (tile<256)\r
+ if (tile && tile<objlist)\r
return;\r
if (((objtype *)tile)->flags&FL_SHOOTABLE)\r
return;\r
// clear the screen\r
//\r
VWB_Bar (0,0,320,200,BACKCOLOR);\r
+#ifndef SPEAR\r
VWB_DrawPic (0,0,H_TOPWINDOWPIC);\r
VWB_DrawPic (0,8,H_LEFTWINDOWPIC);\r
VWB_DrawPic (312,8,H_RIGHTWINDOWPIC);\r
VWB_DrawPic (8,176,H_BOTTOMINFOPIC);\r
-\r
+#endif\r
\r
for (i=0;i<TEXTROWS;i++)\r
{\r
numpages++;\r
if (ch == 'E') // end of file, so load graphics and return\r
{\r
+#ifndef SPEAR\r
CA_MarkGrChunk(H_TOPWINDOWPIC);\r
CA_MarkGrChunk(H_LEFTWINDOWPIC);\r
CA_MarkGrChunk(H_RIGHTWINDOWPIC);\r
CA_MarkGrChunk(H_BOTTOMINFOPIC);\r
+#endif\r
CA_CacheMarks ();\r
text = textstart;\r
return;\r