if (c->position == POS_CE)
{
// calculate playfield position (with scrolling) for related CE tile
+ // (do not use FX/FY, which are incorrect during envelope requests)
+ int FX0 = 2 * TILEX_VAR; // same as FX during DRAW_TO_FIELDBUFFER
+ int FY0 = 2 * TILEY_VAR; // same as FY during DRAW_TO_FIELDBUFFER
int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
- int sx = FX + SCREENX(part->tile_x) * TILEX_VAR;
- int sy = FY + SCREENY(part->tile_y) * TILEY_VAR;
- int x = sx - fx;
- int y = sy - fy;
+ int sx = FX0 + SCREENX(part->tile_x) * TILEX_VAR;
+ int sy = FY0 + SCREENY(part->tile_y) * TILEY_VAR;
+ int cx = SX - REAL_SX;
+ int cy = SY - REAL_SY;
+ int x = sx - fx + cx;
+ int y = sy - fy + cy;
part->tile_xoffset += part->step_xoffset;
part->tile_yoffset += part->step_yoffset;
global.anim_status = anim_status_last;
}
+void SetAnimStatusBeforeFading(int status)
+{
+ anim_status_last_before_fading = status;
+}
+
boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
{
static boolean click_consumed = FALSE;