; common sprite structure
STRUCT SPRITE
NEXT WORD 0 ; 00 02 Next sprite in queue (0 - end)
PREV WORD 0 ; 02 02 Previous sprite in queue
NEXTDQ WORD 0 ; 04 02 Next display queue entry (0 - end)
FLAGS BYTE 3 ; 06 01 Flags
; 0: visibility (0 - not visible)
; 1: invalidated (1 - coordinates changed or new sprite)
; 2: delete flag (1 - delete it)
; 3: current visibility (1 - offscreen, preprocessed)
SPRNO BYTE 0 ; 07 01 Sprite number to display
X WORD 0 ; 08 02 X coordinate (pixels) on VSCREEN
Y BYTE 0 ; 0A 01 Y coordinate (pixels) on VSCREEN
DESC WORD 0 ; 0B 02 Sprite descriptor pointer (preprocessed)
SADDR WORD 0 ; 0D 02 Screen address (preprocessed)
HCLIP WORD 0 ; 0F 02 Horizontal clipping routine (preprocessed)
PENTRY WORD 0 ; 11 02 Putter entry (preprocessed)
PEND WORD 0 ; 13 02 Putter endpoint (preprocessed)
LOOKUP BYTE 0 ; 15 01 Lookup high byte (preprocessed)
ENDS
; first queue sprite (0 in visible field)
CSS_Q_FSPR SPRITE 0,0,0,0,0