// sprintf(global_temp_status_textR, "y:%u", poopoffset); modexprint(mv[0].page, player[0].enti.x, player[0].enti.y-28, 1, 2, 1, global_temp_status_textR);\r
/* the position within the map array */\r
i=ty * mv->map->width + tx;\r
- for(x=poopoffset;\r
- x<(mv->page->sw+mv->dxThresh)/(poopoffset+1) && tx < mv->map->width;\r
- x+=mv->map->tiles->tileWidth, tx++) {\r
+ for(x=poopoffset; x<(mv->page->sw+mv->dxThresh)/(poopoffset+1) && tx < mv->map->width; x+=mv->map->tiles->tileWidth, tx++) {\r
if(i>=0) {\r
+ if(pagedelayrendermap) delay(400);\r
/* we are in the map, so copy! */\r
mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
}\r
\r
/* We'll copy all of the columns in the screen,\r
i + 1 row above and one below */\r
- for(y=poopoffset;\r
- y<(mv->page->sh+mv->dyThresh)/(poopoffset+1) && ty < mv->map->height;\r
- y+=mv->map->tiles->tileHeight, ty++) {\r
+ for(y=poopoffset; y<(mv->page->sh+mv->dyThresh)/(poopoffset+1) && ty < mv->map->height; y+=mv->map->tiles->tileHeight, ty++) {\r
if(i>=0) {\r
+ if(pagedelayrendermap) delay(400);\r
/* we are in the map, so copy away! */\r
mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
}\r
boolean pageflipflop = 1;\r
boolean pageploop = 1;\r
boolean pagenorendermap = 0;\r
+boolean pagedelayrendermap = 0;\r
\r
/* sync */\r
void shinku(global_game_variables_t *gv)\r