// EP set level success byte: demo, not game
WasDemoFlag = 1;
EP_GameDemoVar0DAA = 0; // demo
}
else // loc_g_1836:
{
// EP set level success byte: demo, not game
WasDemoFlag = 1;
EP_GameDemoVar0DAA = 0; // demo
}
else // loc_g_1836:
{
// EP set level success byte: game, not demo
WasDemoFlag = 0;
EP_GameDemoVar0DAA = 1; // game
// EP set level success byte: game, not demo
WasDemoFlag = 0;
EP_GameDemoVar0DAA = 1; // game
data_h_Ytmp = ScreenScrollYPos; // copy Y for next soft scroll
data_h_Xtmp = ScreenScrollXPos; // copy X for next soft scroll
if ((! UserDragFlag) && AutoScrollFlag)
data_h_Ytmp = ScreenScrollYPos; // copy Y for next soft scroll
data_h_Xtmp = ScreenScrollXPos; // copy X for next soft scroll
if ((! UserDragFlag) && AutoScrollFlag)
ScreenScrollXPos = Stretch * (MurphyScreenXPos + 8) - ax;
ScreenScrollYPos = Stretch * (MurphyScreenYPos + 8) - Ay;
ScreenScrollXPos = Stretch * (MurphyScreenXPos + 8) - ax;
ScreenScrollYPos = Stretch * (MurphyScreenYPos + 8) - Ay;
#if 0
printf("::: MainGameLoop.c: subCalculateScreenScrollPos(): %d, %d [%d, %d] -> %d, %d\n",
#if 0
printf("::: MainGameLoop.c: subCalculateScreenScrollPos(): %d, %d [%d, %d] -> %d, %d\n",