1 kd_act1.c:#define PLACESPRITE RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum, \
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2 kd_act1.c: RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum,spritedraw,1);
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3 kd_act1.c: RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum,spritedraw,2);
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4 kd_act1.c: RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum,spritedraw,3);
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5 kd_act2.c:#define PLACESPRITE RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum, \
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6 kd_act2.c: RF_RemoveSprite (&ob->sprite);
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7 kd_demo.c: RF_Scroll(move,0);
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8 kd_demo.c: RF_Refresh();
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9 kd_demo.c: RF_Scroll(offset - originxglobal,0);
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10 kd_demo.c: RF_Refresh();
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11 kd_demo.c: RF_Refresh();
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12 kd_keen.c:#define PLACESPRITE RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum, \
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13 kd_keen.c: RF_PlaceSprite (&ob->sprite
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14 kd_keen.c: RF_PlaceSprite (&ob->sprite
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15 kd_keen.c: RF_ForceRefresh ();
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16 kd_main.c: RF_Shutdown ();
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17 kd_main.c: RF_Startup ();
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18 kd_play.c: RF_ForceRefresh();
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19 kd_play.c: RF_ForceRefresh ();
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20 kd_play.c: RF_ForceRefresh(); // don't refresh if loading a new game
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21 kd_play.c: RF_ForceRefresh();
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22 kd_play.c: RF_RemoveSprite (&gone->sprite);
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23 kd_play.c: RF_ForceRefresh();
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24 kd_play.c: RF_SetRefreshHook (NULL);
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25 kd_play.c: RF_NewMap ();
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26 kd_play.c: RF_MarkTileGraphics ();
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27 kd_play.c: RF_SetRefreshHook (&FadeAndUnhook);
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28 kd_play.c: RF_NewPosition (orgx,orgy);
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29 kd_play.c: RF_Scroll (xscroll,yscroll);
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30 kd_play.c: RF_RemoveSprite (&obj->sprite);
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31 kd_play.c: RF_Refresh();
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32 kd_play.c: RF_SetRefreshHook (&FadeAndUnhook);
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33 kd_play.c: RF_NewPosition (orgx,orgy);
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