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fixed bugs with wrong X/Y access in element mask in MM engine
[rocksndiamonds.git]
/
src
/
game_mm
/
export.h
diff --git
a/src/game_mm/export.h
b/src/game_mm/export.h
index 11ee725812ad71272b5b37bfe2f738f08c22a2f0..b555511bd80b03181cdba1abe55b8a3f015ece04 100644
(file)
--- a/
src/game_mm/export.h
+++ b/
src/game_mm/export.h
@@
-43,7
+43,7
@@
#define EL_MM_END_2_NATIVE 430
#define EL_MM_START_3_NATIVE 431
#define EL_MM_END_2_NATIVE 430
#define EL_MM_START_3_NATIVE 431
-#define EL_MM_END_3_NATIVE 4
46
+#define EL_MM_END_3_NATIVE 4
50
#define EL_MM_RUNTIME_START_NATIVE 500
#define EL_MM_RUNTIME_END_NATIVE 504
#define EL_MM_RUNTIME_START_NATIVE 500
#define EL_MM_RUNTIME_END_NATIVE 504
@@
-252,6
+252,10
@@
void SaveNativeLevel_MM(char *);
int getFieldbufferOffsetX_MM(void);
int getFieldbufferOffsetY_MM(void);
int getFieldbufferOffsetX_MM(void);
int getFieldbufferOffsetY_MM(void);
+int getFlippedTileX_MM(int);
+int getFlippedTileY_MM(int);
+int getFlippedTileXY_MM(int);
+
void BlitScreenToBitmap_MM(Bitmap *);
void RedrawPlayfield_MM(void);
void BlitScreenToBitmap_MM(Bitmap *);
void RedrawPlayfield_MM(void);