if (door_state & DOOR_ACTION)
{
+ boolean game_just_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_just_ended)
+ HandleGameActions();
+
BackToFront();
SkipUntilDelayReached(&door_delay, &k, last_frame);
door_delay.value = door_2.post_delay;
while (!DelayReached(&door_delay))
+ {
+ if (game_just_ended)
+ HandleGameActions();
+
BackToFront();
+ }
}
}