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==== INITIAL LAYER MAP STUFF DONE, added mapdraw layer ontop of bg, going to implemen...
[proj16/16.git] / src / lib / scroll16.h
index fc18795..2e490b4 100755 (executable)
@@ -81,7 +81,7 @@
 #define SCROLLEXITMESG         printf("page[0]dxy: %dx%d", gvar.video.page[0].dx, gvar.video.page[0].dy);\\r
        printf("\n\n");\\r
        printf("player vars:\n");\\r
-       printf("        xy: %dx%d", player[0].enti.x, player[0].enti.y); printf("       txy: %dx%d", player[0].enti.tx, player[0].enti.ty); printf("    triggxy: %dx%d", player[0].enti.triggerx, player[0].enti.triggery); printf("    value: %d\n", mv[1].map->MAPDATAPTR[(player[0].enti.triggerx-1)+(map.width*(player[0].enti.triggery-1))]);\\r
+       printf("        xy: %dx%d", player[0].enti.x, player[0].enti.y); printf("       txy: %dx%d", player[0].enti.tx, player[0].enti.ty); printf("    triggxy: %dx%d", player[0].enti.triggerx, player[0].enti.triggery); printf("    value: %d\n", mv[1].map->layerdata[0].data[(player[0].enti.triggerx-1)+(map.width*(player[0].enti.triggery-1))]);\\r
        printf("        hp: %d", (player[0].enti.hp));  printf("        q: %u", player[0].enti.q);      printf("        info.dir: %u", player[0].info.dir);     printf("        d: %u", player[0].enti.d);      printf("        dire: %u", player[0].enti.dire);\\r
                printf("        pdir: %u\n", player[0].pdir); printf("  delay=%u", player[0].enti.spri->delay);\\r
 printf("\n\n");\\r
@@ -115,8 +115,8 @@ void mapGoTo(map_view_t *mv, int tx, int ty);
 void ZC_mapinitMV(map_view_t *mv, int tx, int ty);\r
 void ZC_mapredraw(map_view_t *mv, int tx, int ty);\r
 void near mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);\r
-void near mapDrawRow(map_view_t *mv, int tx, int ty, word y, player_t *player, word poopoffset);\r
-void near mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *player, word poopoffset);\r
+void near mapDrawRow(map_view_t *mv, nibble id, int tx, int ty, word y, player_t *player, word poopoffset);\r
+void near mapDrawCol(map_view_t *mv, nibble id, int tx, int ty, word x, player_t *player, word poopoffset);\r
 void mapDrawWRow(map_view_t *mv, int tx, int ty, word y);\r
 void mapDrawWCol(map_view_t *mv, int tx, int ty, word x);\r
 inline void near ScrollRight(map_view_t *mv, player_t *player, word id, word plid)\r