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;