void CleanSpriteArea( int player, MRect *myRect ) { SDL_Rect sdlRect; SDLU_MRectToSDLRect( myRect, &sdlRect ); SDLU_BlitSurface( playerSurface[player], &sdlRect, playerSpriteSurface[player], &sdlRect ); SetUpdateRect( player, myRect ); }
void RefreshPlayerWindow( short player ) { MRect fullUpdate = {0, 0, kGridDown * kBlobVertSize, kGridAcross * kBlobHorizSize }; if( control[player] == kNobodyControl ) { MaskRect( &playerWindowRect[player] ); } else { SetUpdateRect( player, &fullUpdate ); UpdatePlayerWindow( player ); } }