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[rocksndiamonds.git]
/
src
/
game_bd
/
bd_graphics.c
diff --git
a/src/game_bd/bd_graphics.c
b/src/game_bd/bd_graphics.c
index 22851bdd8c0840996b7e48234e7e3e7a7f6967ab..b88f5bdb3ebbfefc15037f8e87d948228adb5349 100644
(file)
--- a/
src/game_bd/bd_graphics.c
+++ b/
src/game_bd/bd_graphics.c
@@
-216,6
+216,9
@@
boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
/* caught up with the desired position. smaller is better. */
int scroll_speed = cell_size * 20 / game->cave->speed;
/* caught up with the desired position. smaller is better. */
int scroll_speed = cell_size * 20 / game->cave->speed;
+ if (!setup.bd_scroll_delay)
+ exact_scroll = TRUE;
+
if (immediate)
scroll_speed = cell_size * MAX(game->cave->w, game->cave->h);
if (immediate)
scroll_speed = cell_size * MAX(game->cave->w, game->cave->h);
@@
-315,7
+318,9
@@
static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d
int tile = game->element_buffer[y][x];
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
int tile = game->element_buffer[y][x];
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
- boolean use_smooth_movements = TRUE;
+ boolean use_smooth_movements =
+ ((setup.bd_smooth_movements == TRUE) ||
+ (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine()));
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
#if DO_GFX_SANITY_CHECK
if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)