// To Do: draw Murphy in location ax
#if 1
- StretchedSprites.BltImg(MurphyScreenXPos, MurphyScreenYPos, fiMurphy, 0);
+ StretchedSprites.BltImg(MurphyScreenXPos, MurphyScreenYPos, aniMurphy, 0);
#else
StretchedSprites.BltEx(MurphyScreenXPos, MurphyScreenYPos, fiMurphy);
#endif