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;