boolean half_shifted_y = (EVEN(SCR_FIELDY) && screen_y % TILEY != 0);
#endif
- int sx, sy, sxsize, sysize;
+ int sx, sy;
+#if 0
+ int sxsize, sysize;
+#endif
int xsize = SXSIZE;
int ysize = SYSIZE;
int full_xsize = lev.width * TILEX;
int full_ysize = lev.height * TILEY;
+#if 0
sxsize = (full_xsize < xsize ? full_xsize : xsize);
sysize = (full_ysize < ysize ? full_ysize : ysize);
+#endif
sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
if (draw_new_player_location && !quick_relocation)
{
#if 1
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
+ unsigned int game_frame_delay_value = getGameFrameDelay_EM(20);
#else
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
+ unsigned int game_frame_delay_value = getGameFrameDelay_EM(25);
#endif
int wait_delay_value = game_frame_delay_value;
int screen_xx = VALID_SCREEN_X(sx);