+ if (game.explosions_delayed)
+ {
+ game.explosions_delayed = FALSE;
+
+ for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
+ {
+ if (ExplodeField[x][y])
+ Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
+ else if (Feld[x][y] == EL_EXPLODING)
+ Explode(x, y, Frame[x][y], EX_NORMAL);
+ ExplodeField[x][y] = EX_NO_EXPLOSION;
+ }
+
+ game.explosions_delayed = TRUE;
+ }
+