mypos 17 gamemain.c vector2 mypos; mypos 88 gamemain.c getstate(&mypos, &isfire); mypos 89 gamemain.c gameioput(SCREENWIDTH+3,1,'0'+(int)mypos.x/10); mypos 90 gamemain.c gameioput(SCREENWIDTH+4,1,'0'+(int)mypos.x%10); mypos 91 gamemain.c gameioput(SCREENWIDTH+6,1,'0'+(int)mypos.y/10); mypos 92 gamemain.c gameioput(SCREENWIDTH+7,1,'0'+(int)mypos.y%10); mypos 94 gamemain.c if(checkcollision(mypos, objp[0])!=NONOBJ){ mypos 97 gamemain.c mobjp[0]->pos = mypos; mypos 20 gamemain2.c vector2 mypos; mypos 129 gamemain2.c getstate(&mypos, &isfire); mypos 130 gamemain2.c gameioput(SCREENWIDTH+3,1,'0'+(int)mypos.x/10); mypos 131 gamemain2.c gameioput(SCREENWIDTH+4,1,'0'+(int)mypos.x%10); mypos 132 gamemain2.c gameioput(SCREENWIDTH+6,1,'0'+(int)mypos.y/10); mypos 133 gamemain2.c gameioput(SCREENWIDTH+7,1,'0'+(int)mypos.y%10); mypos 137 gamemain2.c if(checkcollision(mypos, objp[1])!=NONOBJ){ mypos 141 gamemain2.c tmpv = mypos; mypos 146 gamemain2.c mobjp[2]->pos = mypos;