return s;
}
-int correctLevelPosX_EM(int lx)
-{
- lx -= 1;
- lx -= (BorderElement != EL_EMPTY ? 1 : 0);
-
- return lx;
-}
-
-int correctLevelPosY_EM(int ly)
-{
- ly -= 1;
- ly -= (BorderElement != EL_EMPTY ? 1 : 0);
-
- return ly;
-}
-
int getFieldbufferOffsetX_RND(int dir, int pos)
{
int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
int px = sx - SX;
int lx = LEVELX((px + dx) / TILESIZE_VAR);
- lx = correctLevelPosX_EM(lx);
-
return lx;
}
int py = sy - SY;
int ly = LEVELY((py + dy) / TILESIZE_VAR);
- ly = correctLevelPosY_EM(ly);
-
return ly;
}
global.anim_status = global.anim_status_next;
// store backbuffer with all animations that will be started after fading in
- if (fade_type_skip != FADE_MODE_SKIP_FADE_IN)
- PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
+ PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
// set screen mode for animations back to fading
global.anim_status = GAME_MODE_PSEUDO_FADING;
global.anim_status = GAME_MODE_PSEUDO_FADING;
// store backbuffer with all animations that will be stopped for fading out
- if (fade_type_skip != FADE_MODE_SKIP_FADE_OUT)
- PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
+ PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
}
static void SetScreenStates_AfterFadingOut(void)
EL_SPRING, -1, -1
},
{
- Xspring_e, FALSE, FALSE,
- EL_SPRING, -1, -1
+ Xspring_e, TRUE, FALSE,
+ EL_SPRING_RIGHT, -1, -1
},
{
- Xspring_w, FALSE, FALSE,
- EL_SPRING, -1, -1
+ Xspring_w, TRUE, FALSE,
+ EL_SPRING_LEFT, -1, -1
},
{
Xspring_fall, FALSE, FALSE,
},
{
Xpush_spring_e, FALSE, FALSE,
- EL_SPRING, -1, MV_BIT_RIGHT
+ EL_SPRING_RIGHT, -1, MV_BIT_RIGHT
},
{
Xpush_spring_w, FALSE, FALSE,
- EL_SPRING, -1, MV_BIT_LEFT
+ EL_SPRING_LEFT, -1, MV_BIT_LEFT
},
{
},
{
- Xdrip, FALSE, FALSE,
+ Xdrip, TRUE, FALSE,
EL_AMOEBA_DROP, ACTION_GROWING, -1
},
{
- Xdrip_fall, TRUE, FALSE,
+ Xdrip_fall, FALSE, FALSE,
EL_AMOEBA_DROP, -1, -1
},
{