#define LocalStretch (2)
#define MurphyZoomFactor (ZoomFactor)
+
+// Variables that hold information about the animation sequence
+static int dx1 = 0; // image/animation token
+static int dx2 = 0; // an additional image position of a second sprite, for instance: yellow disk if pushed
+static int MurphyDX = 0, MurphyDY = 0; // murphys move steps
+static int SeqPos = 0; // index into dx()
+static int ClearPos = 0; // Position to clear before blitting sprites, none=-1
+static int dxPos = 0; // field-position to draw dx(SeqPos)
+static int dx2Step = 0; // position of dx2 relative to dx-position
+static int dx1SequenceLength = 0;
+
+
+void SaveEngineSnapshotValues_SP_Murphy(ListNode **buffers)
+{
+ SaveSnapshotBuffer(buffers, ARGS_ADDRESS_AND_SIZEOF(dx1));
+ SaveSnapshotBuffer(buffers, ARGS_ADDRESS_AND_SIZEOF(dx2));
+ SaveSnapshotBuffer(buffers, ARGS_ADDRESS_AND_SIZEOF(MurphyDX));
+ SaveSnapshotBuffer(buffers, ARGS_ADDRESS_AND_SIZEOF(MurphyDY));
+ SaveSnapshotBuffer(buffers, ARGS_ADDRESS_AND_SIZEOF(SeqPos));
+ SaveSnapshotBuffer(buffers, ARGS_ADDRESS_AND_SIZEOF(ClearPos));
+ SaveSnapshotBuffer(buffers, ARGS_ADDRESS_AND_SIZEOF(dxPos));
+ SaveSnapshotBuffer(buffers, ARGS_ADDRESS_AND_SIZEOF(dx2Step));
+ SaveSnapshotBuffer(buffers, ARGS_ADDRESS_AND_SIZEOF(dx1SequenceLength));
+}
+
+
// ==========================================================================
// SUBROUTINE
// Move Murphy in any direction
int time1, time2;
int tDeltaX, tDeltaY, tPos, Tmp;
- // Variables that hold information about the animation sequence
- static int dx1 = 0; // image/animation token
- static int dx2 = 0; // an additional image position of a second sprite, for instance: yellow disk if pushed
- static int MurphyDX = 0, MurphyDY = 0; // murphys move steps
- static int SeqPos = 0; // index into dx()
- static int ClearPos = 0; // Position to clear before blitting sprites, none=-1
- static int dxPos = 0; // field-position to draw dx(SeqPos)
- static int dx2Step = 0; // position of dx2 relative to dx-position
- static int dx1SequenceLength = 0;
-
ax = PlayField16[*si];
al = LowByte(ax);