static void AnimateEnvelopeRequest(int anim_mode, int action)
{
+ boolean game_ended = (game_status == GAME_MODE_PLAYING && checkGameEnded());
int delay_value_normal = request.step_delay;
int delay_value_fast = delay_value_normal / 2;
boolean ffwd_delay = (tape.playing && tape.fast_forward);
int dst_x, dst_y;
int xx, yy;
+ if (game_ended)
+ HandleGameActions();
+
setRequestPosition(&src_x, &src_y, FALSE);
setRequestPositionExt(&dst_x, &dst_y, width, height, FALSE);
static int RequestHandleEvents(unsigned int req_state, int draw_buffer_game)
{
- boolean game_just_ended = (game_status == GAME_MODE_PLAYING &&
- checkGameEnded());
+ boolean game_ended = (game_status == GAME_MODE_PLAYING && checkGameEnded());
int draw_buffer_last = GetDrawtoField();
int width = request.width;
int height = request.height;
int sx, sy;
int result;
- // when showing request dialog after game ended, deactivate game panel
- if (game_just_ended)
- game.panel.active = FALSE;
-
setRequestPosition(&sx, &sy, FALSE);
button_status = MB_RELEASED;
while (result < 0)
{
- if (game_just_ended)
+ if (game_ended)
{
SetDrawtoField(draw_buffer_game);
boolean Request(char *text, unsigned int req_state)
{
+ boolean game_ended = (game_status == GAME_MODE_PLAYING && checkGameEnded());
boolean overlay_enabled = GetOverlayEnabled();
boolean result;
+ // when showing request dialog after game ended, deactivate game panel
+ if (game_ended)
+ game.panel.active = FALSE;
+
game.request_active = TRUE;
SetOverlayEnabled(FALSE);
if (door_state & DOOR_ACTION)
{
+ boolean game_ended = (game_status == GAME_MODE_PLAYING && checkGameEnded());
boolean door_panel_drawn[NUM_DOORS];
boolean panel_has_doors[NUM_DOORS];
boolean door_part_skip[MAX_DOOR_PARTS];
if (!(door_state & DOOR_NO_DELAY))
{
+ if (game_ended)
+ HandleGameActions();
+
BackToFront();
SkipUntilDelayReached(&door_delay, &k, last_frame);
door_delay.value = door_2.post_delay;
while (!DelayReached(&door_delay))
+ {
+ if (game_ended)
+ HandleGameActions();
+
BackToFront();
+ }
}
}