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GeezerVison is showing github.com — Sega-Nuclear-Rush/GLOBALS.C68 at master · OldSkoolCode/Sega-Nuclear-Rush

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GLOBALS.C68

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/***
* Globals file for Nuclear Rush
* Copyright 1993, Futurescape Productions
* All Rights Reserved
***/
#include <stdio.h>
#include <stdlib.h>
#include "game.h"
#include "gems.h"
/* This is where all the major arrays are defined, so we can use them
as a decompression buffer */
#define XMAX 256
struct SPRLIST {
WORD y;
UWORD link;
UWORD chr;
WORD x;
};
OBJECT3D World_Objs[MAX3DOBJS]; /* Total object list */
UWORD WORK_CHRLIST[8192]; /* Maximum number of characters at a time */
VISABLE3D Visable_Objs[100]; /* Depth sorted objects (no more than 100) */
ULONG SYS_HORIZON[28*8]; /* The Horizon Bitmap */
WORD SYS_HARRAY1[128]; /* Horizontal Interrupt Vertical Scroll Array */
WORD SYS_HARRAY2[128]; /* Horizontal Interrupt Vertical Scroll Array */
UWORD code_line[512]; /* The 1st code line where next_src_byte is sent */
UWORD ScaleCode[XMAX*4]; /* Code to generate a scanline of scaled image */
UWORD DestOffs[XMAX];
BYTE SYS_DCLIST[2048]; /* Data or Ctrl flags */
UWORD SYS_DCDATA[2048]; /* WORDs to send */
struct SPRLIST WORK_SPRLIST[80];
struct SPRLIST RIGHT_SLIST1[80],LEFT_SLIST1[80];
struct SPRLIST RIGHT_SLIST2[80],LEFT_SLIST2[80];
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