\r
#define SPRITE\r
//#define TILERENDER\r
-#define SHOWFPS\r
+//0000#define SHOWFPS\r
//#define OLDWALKSHOWPAGESTUFF\r
\r
#define PLAYERBMPDATAVAR gvar.player[pn].data\r
void near mapScrollUp(map_view_t *mv, player_t *player, word id, word plid);\r
void near mapScrollDown(map_view_t *mv, player_t *player, word id, word plid);\r
void ZC_mapScroll(map_view_t *mv, player_t *player, word pn);\r
-void ZC_PlayerXYpos(int x, int y, player_t *player, map_view_t *pip, nibble pn, boolean defaultsw);\r
+void ZC_PlayerXYpos(int x, int y, player_t *player, map_view_t *pip, boolean defaultsw);\r
sword chkmap(map_t *map, word q);\r
void mapGoTo(map_view_t *mv, int tx, int ty);\r
void ZC_mapinitMV(map_view_t *mv, int tx, int ty);\r
// Scroll map in one direction (assumed from gvar.player's movement)\r
void mapScroll(map_view_t *mv, player_t *player);\r
\r
+void ZC_GirdChk (global_game_variables_t *gvar, player_t *player);\r
+\r
#endif /*__SCROLL16_H_*/\r