projects
/
rocksndiamonds.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
changed logic and defaults for falling element sounds in BD engine
[rocksndiamonds.git]
/
src
/
game_bd
/
main_bd.c
diff --git
a/src/game_bd/main_bd.c
b/src/game_bd/main_bd.c
index 32305736fda1a21780d7d4fc923e2ec4ff6733a1..574edc3f3eeaef91434e3058239fd613c8caab82 100644
(file)
--- a/
src/game_bd/main_bd.c
+++ b/
src/game_bd/main_bd.c
@@
-255,6
+255,14
@@
int getTimeLeft_BD(void)
return 0;
}
return 0;
}
+void SetTimeFrames_BD(int frames_played)
+{
+ // needed to store final time after solving game (before counting down remaining time)
+ if (game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
+ game_bd.frames_played = frames_played;
+
+}
+
static void UpdateGameDoorValues_BD(void)
{
GdCave *cave = game_bd.game->cave;
static void UpdateGameDoorValues_BD(void)
{
GdCave *cave = game_bd.game->cave;
@@
-466,11
+474,11
@@
boolean use_bd_up_down_graphics(void)
(setup.bd_up_down_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
}
(setup.bd_up_down_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
}
-// check if
skipping
falling sounds selected in setup menu
-boolean
skip
_bd_falling_sounds(void)
+// check if
element
falling sounds selected in setup menu
+boolean
use
_bd_falling_sounds(void)
{
{
- return ((setup.bd_
skip_
falling_sounds == STATE_TRUE) ||
- (setup.bd_
skip_falling_sounds == STATE_AUTO && !
game.use_native_bd_sound_engine));
+ return ((setup.bd_falling_sounds == STATE_TRUE) ||
+ (setup.bd_
falling_sounds == STATE_AUTO &&
game.use_native_bd_sound_engine));
}
Bitmap **GetTitleScreenBitmaps_BD(void)
}
Bitmap **GetTitleScreenBitmaps_BD(void)