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added support for level color settings in BD engine to level editor
[rocksndiamonds.git]
/
src
/
game_bd
/
bd_cave.c
diff --git
a/src/game_bd/bd_cave.c
b/src/game_bd/bd_cave.c
index ea56d6da706c612ed61196792269e7db2e70f538..88fa93299f57d61f39ce44e38802ab87f576978c 100644
(file)
--- a/
src/game_bd/bd_cave.c
+++ b/
src/game_bd/bd_cave.c
@@
-1314,12
+1314,15
@@
void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer
elemdrawing[O_PLAYER] = draw;
elemdrawing[O_PLAYER_GLUED] = draw;
elemdrawing[O_PLAYER] = draw;
elemdrawing[O_PLAYER_GLUED] = draw;
- // player with bomb does not blink or tap - no graphics drawn for that.
- // running is drawn using w/o bomb cells */
+ // player with bomb
/rocketlauncher
does not blink or tap - no graphics drawn for that.
+ // running is drawn using w/o bomb
/rocketlauncher
cells */
if (cave->last_direction != GD_MV_STILL)
{
elemmapping[O_PLAYER_BOMB] = map;
elemdrawing[O_PLAYER_BOMB] = draw;
if (cave->last_direction != GD_MV_STILL)
{
elemmapping[O_PLAYER_BOMB] = map;
elemdrawing[O_PLAYER_BOMB] = draw;
+
+ elemmapping[O_PLAYER_ROCKET_LAUNCHER] = map;
+ elemdrawing[O_PLAYER_ROCKET_LAUNCHER] = draw;
}
elemmapping[O_INBOX] = (cave->inbox_flash_toggle ? O_INBOX_OPEN : O_INBOX_CLOSED);
}
elemmapping[O_INBOX] = (cave->inbox_flash_toggle ? O_INBOX_OPEN : O_INBOX_CLOSED);