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
+\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