/*============================================================*/ /*============================================================*/ /*== ==*/ /*== RenderAsm4 Header ==*/ /*== ==*/ /*============================================================*/ /*============================================================*/ /*======================================================== Prototypes */ void DropDoorToWorkMapAsm4 (void); void MaskBoardCursorAsm4 (long, short); void MaskBallAsm4 (long, short); void MaskPlayerAsm4 (long, long, long, short); void DumpWholePlayerAsm4 (long, long); void DumpWholeBallAsm4 (long, long); void DumpCursorAsm4 (long, long); void DumpDoorToScreenAsm4 (void); void PatchPlayerAsm4 (long, long); void PatchBallAsm4 (long, long); void PatchCursorAsm4 (long, long); void RenderSceneAsm4 (void); void ReplayWorkToMainAsm4 (void); /*======================================================== External Variables */ extern playerType thePlayer; extern playerType theOpponent; extern ballType theBall; extern doorType theDoor; extern digiDispType scoreDisplays[2]; extern cursorType boardCursor; extern BitMap offMaskMap; extern Rect screenRect, cameraRect; extern CGrafPtr offCPartsPtr, offCWorkPtr; 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 Boolean playerInBack, showBoardCursor, disableBoardCursor, drawThisFrame;