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fixed playing intermissions with small game graphics for native EM engine
[rocksndiamonds.git]
/
src
/
game_em
/
game.c
diff --git
a/src/game_em/game.c
b/src/game_em/game.c
index 8443ff0535dede2d67982d5150138b042a72ec00..a6a06800684ffe724ffe15fb40c11655180897d1 100644
(file)
--- a/
src/game_em/game.c
+++ b/
src/game_em/game.c
@@
-82,7
+82,7
@@
void InitGameEngine_EM(void)
RedrawPlayfield_EM(FALSE);
}
RedrawPlayfield_EM(FALSE);
}
-void GameActions_EM(byte action[MAX_PLAYERS]
, boolean warp_mode
)
+void GameActions_EM(byte action[MAX_PLAYERS])
{
int i;
boolean any_player_dropping = FALSE;
{
int i;
boolean any_player_dropping = FALSE;
@@
-109,7
+109,7
@@
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
any_player_dropping = TRUE;
boolean single_step_mode_paused =
any_player_dropping = TRUE;
boolean single_step_mode_paused =
- CheckSingleStepMode_EM(
action,
frame, game_em.any_player_moving,
+ CheckSingleStepMode_EM(frame, game_em.any_player_moving,
game_em.any_player_snapping, any_player_dropping);
// draw wrapping around before going to single step pause mode
game_em.any_player_snapping, any_player_dropping);
// draw wrapping around before going to single step pause mode