{
// make sure that request dialog to save tape does not open door again
if (!global.use_envelope_request)
{
// make sure that request dialog to save tape does not open door again
if (!global.use_envelope_request)
// if no tape is to be saved, close both doors simultaneously
CloseDoor(DOOR_CLOSE_ALL);
// if no tape is to be saved, close both doors simultaneously
CloseDoor(DOOR_CLOSE_ALL);
if (Tile[jx][jy] == EL_EXIT_OPEN ||
Tile[jx][jy] == EL_EM_EXIT_OPEN ||
Tile[jx][jy] == EL_EM_EXIT_OPENING ||
if (Tile[jx][jy] == EL_EXIT_OPEN ||
Tile[jx][jy] == EL_EM_EXIT_OPEN ||
Tile[jx][jy] == EL_EM_EXIT_OPENING ||
// this breaks one level: "machine", level 000
{
int move_direction = player->MovDir;
// this breaks one level: "machine", level 000
{
int move_direction = player->MovDir;
boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
level_editor_test_game);
boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
level_editor_test_game);
boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
RequestQuitGameExt(skip_request, quick_quit,
"Do you really want to quit the game?");
RequestQuitGameExt(skip_request, quick_quit,
"Do you really want to quit the game?");