id 19 enemy.c putobject(mobj->currentobj, mobj->id, mobj->pos.x, mobj->pos.y); id 29 gamemain2.c putobject(*(mobj->obj), mobj->id, mobj->pos.x, mobj->pos.y); id 11 movingobject.h int id; id 44 movingobjectmanager.c int id; id 49 movingobjectmanager.c mobj->id = num; id 50 movingobjectmanager.c id = checkcollision(mobj->pos, mobj->currentobj); id 51 movingobjectmanager.c if(id == BORDER){ id 53 movingobjectmanager.c }else if(id<MAXOBJCNT){ id 57 movingobjectmanager.c if(((movingobject*)(nodes[id]->data)) id 58 movingobjectmanager.c ->bomb((movingobject*)(nodes[id]->data))){ id 59 movingobjectmanager.c removemo(id); id 23 object.c void putobject(object* obj, int id, int x, int y){ id 30 object.c putdata(x+j, y+i, obj->shape[i*w+j],(unsigned char)id); id 14 object.h void putobject(object* obj, int id, int x, int y); id 32 screen.c unsigned char id; id 36 screen.c id = checkbuffer[SCREENWIDTH*((int)(pos.y)+y)+(int)(pos.x)+x]; id 37 screen.c if(id !=NONOBJ){ id 38 screen.c return id;