kd_act1.c:#define PLACESPRITE RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum, \ kd_act1.c: RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum,spritedraw,1); kd_act1.c: RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum,spritedraw,2); kd_act1.c: RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum,spritedraw,3); kd_act2.c:#define PLACESPRITE RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum, \ kd_act2.c: RF_RemoveSprite (&ob->sprite); kd_demo.c: RF_Scroll(move,0); kd_demo.c: RF_Refresh(); kd_demo.c: RF_Scroll(offset - originxglobal,0); kd_demo.c: RF_Refresh(); kd_demo.c: RF_Refresh(); kd_keen.c:#define PLACESPRITE RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum, \ kd_keen.c: RF_PlaceSprite (&ob->sprite kd_keen.c: RF_PlaceSprite (&ob->sprite kd_keen.c: RF_ForceRefresh (); kd_main.c: RF_Shutdown (); kd_main.c: RF_Startup (); kd_play.c: RF_ForceRefresh(); kd_play.c: RF_ForceRefresh (); kd_play.c: RF_ForceRefresh(); // don't refresh if loading a new game kd_play.c: RF_ForceRefresh(); kd_play.c: RF_RemoveSprite (&gone->sprite); kd_play.c: RF_ForceRefresh(); kd_play.c: RF_SetRefreshHook (NULL); kd_play.c: RF_NewMap (); kd_play.c: RF_MarkTileGraphics (); kd_play.c: RF_SetRefreshHook (&FadeAndUnhook); kd_play.c: RF_NewPosition (orgx,orgy); kd_play.c: RF_Scroll (xscroll,yscroll); kd_play.c: RF_RemoveSprite (&obj->sprite); kd_play.c: RF_Refresh(); kd_play.c: RF_SetRefreshHook (&FadeAndUnhook); kd_play.c: RF_NewPosition (orgx,orgy);