byte vga_draw_stride_limit; // further X clipping\r
//\r
word __near rs; //render switch\r
+ int __near playerfilei; //player file's i\r
boolean __near p; //render page number //BLEH\r
boolean __near r; //page flip if true\r
word pr[MAXPAGE][4]; //render sections of pages (this is supposed to be set up to draw sections of the screen if updated)\r
\r
void near ZC_drawframe(map_view_t *pip, player_t *player, word pn, sword x, sword y, word dire, word sw)\r
{\r
- int i=0;\r
+ pip->video->playerfilei=0;\r
\r
switch(sw)\r
{\r
dire+=2;\r
break;\r
}\r
- if(pip[0].video->rs<2)\r
- {\r
- i = set_anim_by_id(player[pn].ent->spri, dire); if (i == -1) return;\r
- //printf("RS<2\n");\r
- }\r
\r
switch(pip[0].video->rs)\r
{\r
case 0:\r
+ pip->video->playerfilei = set_anim_by_id(player[pn].ent->spri, dire); if(pip->video->playerfilei == -1) return;\r
animate_spri(player[pn].ent->spri, pip->video);\r
break;\r
case 1:\r
+ pip->video->playerfilei = set_anim_by_id(player[pn].ent->spri, dire); if(pip->video->playerfilei == -1) return;\r
oldanimate_spri(player[pn].ent->spri, pip->video);\r
break;\r
case 2:\r
void shinku(global_game_variables_t *gv);\r
void near ZC_drawframe(map_view_t *pip, player_t *player, word pn, sword x, sword y, word dire, word sw);\r
void near animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
+void near ZC_animatePlayer_(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
void near ZC_animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
\r
// Move an entity around. Should actually be in 16_entity\r