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fixed time of some game elements when reading native DC2 levels
[rocksndiamonds.git]
/
src
/
files.c
diff --git
a/src/files.c
b/src/files.c
index 9f4408b36db96947cfeaecc276d55e0fd3b194a9..0b656358d61eefb548c149e8d27c604816fa6638 100644
(file)
--- a/
src/files.c
+++ b/
src/files.c
@@
-5717,6
+5717,13
@@
static void LoadLevelFromFileStream_DC(File *file, struct LevelInfo *level,
level->extra_time = header[56] | (header[57] << 8);
level->shield_normal_time = header[58] | (header[59] << 8);
level->extra_time = header[56] | (header[57] << 8);
level->shield_normal_time = header[58] | (header[59] << 8);
+ // shield and extra time elements do not have a score
+ level->score[SC_SHIELD] = 0;
+ level->extra_time_score = 0;
+
+ // set time for normal and deadly shields to the same value
+ level->shield_deadly_time = level->shield_normal_time;
+
// Diamond Caves has the same (strange) behaviour as Emerald Mine that gems
// can slip down from flat walls, like normal walls and steel walls
level->em_slippery_gems = TRUE;
// Diamond Caves has the same (strange) behaviour as Emerald Mine that gems
// can slip down from flat walls, like normal walls and steel walls
level->em_slippery_gems = TRUE;