fixed bug with laser still overloading after it was destroyed by bomb
[rocksndiamonds.git] / src / game_mm / mm_game.c
index ffb0fc5bcc4399a9e7ea63ec6ddba86a9024bc62..ced5a021d60ada7e1d75a1a69fb1dcf1a6b2bd2b 100644 (file)
@@ -2187,11 +2187,14 @@ static void Explode_MM(int x, int y, int phase, int mode)
 
       Bang_MM(laser.start_edge.x, laser.start_edge.y);
       Store[x][y] = EL_EMPTY;
+
+      game_mm.game_over = TRUE;
+      game_mm.game_over_cause = GAME_OVER_BOMB;
+
+      laser.overloaded = FALSE;
     }
     else if (IS_MCDUFFIN(Store[x][y]))
     {
-      game_mm.game_over = TRUE;
-      game_mm.game_over_cause = GAME_OVER_BOMB;
       Store[x][y] = EL_EMPTY;
     }
 
@@ -2935,7 +2938,9 @@ static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
                        (native_mm_level.laser_blue  ? color_down : 0x00));
 
       DrawLaser(0, DL_LASER_ENABLED);
+#if 0
       BackToFront();
+#endif
     }
 
     if (!laser.overloaded)