/* offset an bucket struct by the specified amounts in the X & Y direction */
-static void offset_bucket(struct bucket *in, struct bucket *out, int x, int y) {
+void offset_bucket(struct bucket *in, struct bucket *out, int x, int y) {
int diff, temp;
int dist_lat;
/* $Log$
-/* Revision 1.4 1998/01/13 00:23:12 curt
-/* Initial changes to support loading and management of scenery tiles. Note,
-/* there's still a fair amount of work left to be done.
+/* Revision 1.5 1998/01/14 02:19:04 curt
+/* Makde offset_bucket visible to outside.
/*
+ * Revision 1.4 1998/01/13 00:23:12 curt
+ * Initial changes to support loading and management of scenery tiles. Note,
+ * there's still a fair amount of work left to be done.
+ *
* Revision 1.3 1998/01/10 00:01:47 curt
* Misc api changes and tweaks.
*
/* offset an bucket struct by the specified amounts in the X & Y direction */
-/* static void offset_bucket(struct bucket *in, struct bucket *out, int x, int y); */
+void offset_bucket(struct bucket *in, struct bucket *out, int x, int y);
/* Given a lat/lon, find the "bucket" or tile that it falls within */
/* $Log$
-/* Revision 1.4 1998/01/13 00:23:12 curt
-/* Initial changes to support loading and management of scenery tiles. Note,
-/* there's still a fair amount of work left to be done.
+/* Revision 1.5 1998/01/14 02:19:05 curt
+/* Makde offset_bucket visible to outside.
/*
+ * Revision 1.4 1998/01/13 00:23:12 curt
+ * Initial changes to support loading and management of scenery tiles. Note,
+ * there's still a fair amount of work left to be done.
+ *
* Revision 1.3 1998/01/10 00:01:48 curt
* Misc api changes and tweaks.
*