void SiegeTankClass::blitToScreen()
{
	SDL_Rect dest, source;
	dest.x = getDrawnX();
	dest.y = getDrawnY();
	dest.w = source.w = imageW;
	dest.h = source.h = imageH;
	source.y = 0;

    source.x = drawnAngle*imageW;

    SDL_BlitSurface(graphic, &source, screen, &dest);	//blit base
    source.x = drawnTurretAngle*source.w;
    source.y = 0;
    dest.x = getDrawnX() + TurretOffset[drawnTurretAngle].x;
    dest.y = getDrawnY() + TurretOffset[drawnTurretAngle].y;
    SDL_BlitSurface(turretGraphic, &source, screen, &dest);	//blit turret
    if(isBadlyDamaged())
        drawSmoke(screenborder->world2screenX(realX), screenborder->world2screenY(realY));
}
void StructureClass::draw(const Image& dest, SPoint off, SPoint view)
{
	if (!m_destroyed)
	{
    Rect src(m_curAnimFrame * w,0,w,h);
    /*
    //TODO: Put m_fogged somw    
if(m_fogged)
	{
		//m_pic->blitTo(SDL_BlitSurface(graphic, &lastVisible, screen, &dest);
		//SDL_BlitSurface(fogSurf, &lastVisible, screen, &dest);
	}
	else
	{*/
//		m_lastVisible = source;
		m_graphic->blitTo(dest, src, m_drawnPos);

//		if (m_selected)
//		drawSelectRect(dest);
//			selectionBlitList->insertLast(this);
	}
	else
	{
    //TODO: Add this death graphic stuff
    #if 0
		int i, j;
		SDL_Rect dest, source;
		dest.w = source.w = imageW;
		dest.h = source.h = imageH;
		source.x = deathFrame*imageW;
		source.y = 0;
		
		for(i = 0; i < structureSize.x; i++)
			for(j = 0; j < structureSize.y; j++)
			{
				dest.x = getDrawnX() + i*BLOCKSIZE;
				dest.y = getDrawnY() + j*BLOCKSIZE;

				SDL_BlitSurface(deathGraphic[i][j], &source, screen, &dest);
		}
	#endif
	}
}