// force restarting global animations displayed during game play
RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
+ // this is required for "transforming" fade modes like cross-fading
+ // (else global animations will be stopped, but not restarted here)
+ SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
+
SetGameStatus(GAME_MODE_PLAYING);
}
ChangeCount[x][y]++; // count number of changes in the same frame
if (ei->has_anim_event)
- HandleGlobalAnimEventByElementChange(element, page);
+ HandleGlobalAnimEventByElementChange(element, page, x, y);
if (change->explode)
{