// +++++++++++++++++++++++++++++++++++++++++++++++++++++
X = GetStretchX(si);
Y = GetStretchY(si);
- StretchedSprites.BltEx(X, Y, aniSnikSnak[bx]);
+ StretchedSprites.BltEx(X, Y, aniFramesSnikSnak[bx]);
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bx = (bx + 1) & 0x7;
MovHighByte(&PlayField16[si], bx);
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
X = GetStretchX(si);
Y = GetStretchY(si);
- StretchedSprites.BltEx(X, Y, aniSnikSnak[0x10 - bx]);
+ StretchedSprites.BltEx(X, Y, aniFramesSnikSnak[0x10 - bx]);
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bx = ((bx + 1) & 0x7) | 8;
MovHighByte(&PlayField16[si], bx);
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
X = GetStretchX(si);
Y = GetStretchY(si);
- StretchedSprites.BltEx(X, Y, aniSnikSnak[bx]);
+ StretchedSprites.BltEx(X, Y, aniFramesSnikSnak[bx]);
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
return subDrawSnikSnakTurnLeft;
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
X = GetStretchX(si);
Y = GetStretchY(si);
- StretchedSprites.BltEx(X, Y, aniSnikSnak[0x10 - bx]);
+ StretchedSprites.BltEx(X, Y, aniFramesSnikSnak[0x10 - bx]);
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
return subDrawSnikSnakTurnRight;