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;