game_em.use_single_button =
(game.engine_version > VERSION_IDENT(4,0,0,2));
+ game_em.use_snap_key_bug =
+ (game.engine_version < VERSION_IDENT(4,0,1,0));
+
/* ---------------------------------------------------------------------- */
/* set maximal allowed number of custom element changes per game frame */
static void ResetGfxFrame(int x, int y)
{
+ // profiling showed that "autotest" spends 10~20% of its time in this function
+ if (DrawingDeactivatedField())
+ return;
+
int element = Feld[x][y];
int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
{
int music_nr = getLevelMusicNr();
char *curr_music = getCurrentlyPlayingMusicFilename();
- char *next_music = getMusicListEntry(music_nr)->filename;
+ char *next_music = getMusicInfoEntryFilename(music_nr);
if (!strEqual(curr_music, next_music))
FadeMusic();
{
int music_nr = getLevelMusicNr();
char *curr_music = getCurrentlyPlayingMusicFilename();
- char *next_music = getMusicListEntry(music_nr)->filename;
+ char *next_music = getMusicInfoEntryFilename(music_nr);
if (!strEqual(curr_music, next_music))
PlayMusic(music_nr);