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/*==					RenderAsm1 Header					==*/
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/*========================================================  Prototypes  */

void DropDoorToWorkMapAsm1 (void);
void MaskCursorAsm1 (long, short);
void MaskBallAsm1 (long, short);
void MaskPlayerAsm1 (long, long, long, short);
void DumpWholePlayerAsm1 (long, long);
void DumpWholeBallAsm1 (long, long);
void DumpCursorAsm1 (long, long);
void DumpDoorToScreenAsm1 (void);
void PatchPlayerAsm1 (long, long);
void PatchBallAsm1 (long, long);
void PatchCursorAsm1 (long, long);
void RenderSceneAsm1 (void);
void ReplayWorkToMainAsm1 (void);


/*========================================================  External Variables */

extern playerType		thePlayer;
extern playerType		theOpponent;
extern ballType			theBall;
extern doorType			theDoor;
extern digiDispType		scoreDisplays[2];
extern cursorType		boardCursor;
extern BitMap			offBackBits, offPartsBits, offWorkBits;
extern Rect				screenRect, cameraRect;
extern WindowPtr		mainWndo;
extern Ptr				offBackPix, offPartsPix, offWorkPix;
extern long				screenBase, replaySrc, replayDest;
extern long				ballSrcAddr, ballMaskAddr;
extern long				screenRowAddrs[480], workRowOffsets[480];
extern long				playerSrcAddrs[9][3], fadeMaskAddrs[9][3], opponentSrcAddrs[9][3];
extern long				maskAddrs[9][3];
extern short			screenRowBytes, workRowBytes, backRowBytes, partsRowBytes;
extern short			maskRowBytes;
extern Boolean			knowsColor, playerInBack, showBoardCursor, disableBoardCursor;
extern Boolean			drawThisFrame;




