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Jun 24th, 2017
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  1. // Src = a precached surface, dest = surf_game
  2.  
  3. DestR.x = Origin.X - g_pApp->m_pGame->m_nCameraEnt.X;
  4. DestR.y = Origin.Y - g_pApp->m_pGame->m_nCameraEnt.Y;
  5.  
  6. SDL_BlitSurface(Src, &SrcR, Dest, &DestR);
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