redraw_mask &= ~fade_mask;
- ClearEventQueue();
+ ClearAutoRepeatKeyEvents();
}
static void SetScreenStates_BeforeFadingIn()
SkipUntilDelayReached(&anim_delay, anim_delay_value, &i, last_frame);
}
- ClearEventQueue();
+ ClearAutoRepeatKeyEvents();
}
void ShowEnvelope(int envelope_nr)
SkipUntilDelayReached(&anim_delay, anim_delay_value, &i, last_frame);
}
- ClearEventQueue();
+ ClearAutoRepeatKeyEvents();
}
void ShowEnvelopeRequest(char *text, unsigned int req_state, int action)
DrawMaskedBorder(REDRAW_DOOR_1);
DrawMaskedBorder(REDRAW_DOOR_2);
- ClearEventQueue();
+ ClearAutoRepeatKeyEvents();
return (door1 | door2);
}
if (!setup.sound_music)
return;
- PlayMusic(music);
+ if (IS_LOOP_MUSIC(music))
+ PlayMusicLoop(music);
+ else
+ PlayMusic(music);
}
void PlayMenuMusic()
SetFontStatus(-1);
}
+void SetLevelSetInfo(char *identifier, int level_nr)
+{
+ setString(&levelset.identifier, identifier);
+
+ levelset.level_nr = level_nr;
+}
+
boolean CheckIfPlayfieldViewportHasChanged()
{
// if game status has not changed, playfield viewport has not changed either