joyMaxX,joyMaxY,\r
joyMultXL,joyMultYL,\r
joyMultXH,joyMultYH;\r
- } JoystickDef;\r
-\r
-typedef struct\r
-{\r
- int x; //player exact position on the viewable map\r
- int y; //player exact position on the viewable map\r
- int tx; //player tile position on the viewable map\r
- int ty; //player tile position on the viewable map\r
- int triggerx; //player's trigger box tile position on the viewable map\r
- int triggery; //player's trigger box tile position on the viewable map\r
- int sheetsetx; //NOT USED YET! player sprite sheet set on the image x\r
- int sheetsety; //NOT USED YET! player sprite sheet set on the image y\r
- byte d; //direction to render sprite!! wwww\r
- byte q; //loop variable for anumation and locking the playing to compleate the animation cycle to prevent issues with misalignment www\r
- byte near pdir; //previous direction~\r
- word speed; //player speed!\r
- word spt; //speed per tile\r
-#ifdef __WATCOMC__\r
- struct sprite *spri; //supposively the sprite sheet data\r
- memptr gr;\r
- entity_t *ent;\r
-#endif\r
- bitmap_t *data; //supposively the sprite sheet data//old format\r
- bitmap_t bmp;\r
- sword hp; //hitpoints of the player\r
- int persist_aniframe; // gonna be increased to 1 before being used, so 0 is ok for default\r
- CursorInfo info;\r
- ControlType Controls;\r
-//newer vars\r
- int dx, dy, delta; //TODO: what is this? ^^\r
-} player_t;*/\r
+ } JoystickDef;*/\r
\r
/*\r
=============================================================================\r
\r
=============================================================================\r
*/\r
-/*extern struct inconfig\r
-{\r
- boolean MousePresent;\r
- boolean JoysPresent[MaxJoys];\r
- boolean Keyboard[NumCodes];\r
- boolean Paused;\r
- char LastASCII;\r
- ScanCode LastScan;\r
-\r
- KeyboardDef KbdDefs[MaxKbds];\r
- JoystickDef JoyDefs[MaxJoys];\r
-} inpu;*/\r
-\r
#ifdef DEMO0\r
static Demo DemoMode = demo_Off;\r
static byte /*_seg*/ *DemoBuffer;\r