draw_border_function);
redraw_mask &= ~fade_mask;
+
+ ClearEventQueue();
}
static void SetScreenStates_BeforeFadingIn()
SkipUntilDelayReached(&anim_delay, anim_delay_value, &i, last_frame);
}
+
+ ClearEventQueue();
}
void ShowEnvelope(int envelope_nr)
SkipUntilDelayReached(&anim_delay, anim_delay_value, &i, last_frame);
}
+
+ ClearEventQueue();
}
void ShowEnvelopeRequest(char *text, unsigned int req_state, int action)
struct TextPosInfo *pos = &menu.main.network_players;
int tile_size = pos->tile_size;
- int border_size = 2;
+ int border_size = pos->border_size;
int xoffset_text = tile_size + border_size;
int font_nr = pos->font;
int font_width = getFontWidth(font_nr);
/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
/* pause network game while waiting for request to answer */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_PausePlaying();
/* continue network game after request */
if (network.enabled &&
game_status == GAME_MODE_PLAYING &&
+ !AllPlayersGone &&
req_state & REQUEST_WAIT_FOR_INPUT)
SendToServer_ContinuePlaying();
DrawMaskedBorder(REDRAW_DOOR_1);
DrawMaskedBorder(REDRAW_DOOR_2);
+ ClearEventQueue();
+
return (door1 | door2);
}
boolean getTeamMode_EM()
{
- return game.team_mode;
+ return game.team_mode || network_playing;
}
int getGameFrameDelay_EM(int native_em_game_frame_delay)
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