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fixed bug with alpha blending when configuring game controllers
[rocksndiamonds.git]
/
src
/
game_em
/
graphics.c
diff --git
a/src/game_em/graphics.c
b/src/game_em/graphics.c
index 07a965dd1cba1f7457b0de9c6efe0611bbc9f7cf..fee2a181d70aaf8cf42808d3f444beee21328bb8 100644
(file)
--- a/
src/game_em/graphics.c
+++ b/
src/game_em/graphics.c
@@
-544,10
+544,6
@@
static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
void RedrawPlayfield_EM(boolean force_redraw)
{
void RedrawPlayfield_EM(boolean force_redraw)
{
- // skip redrawing playfield in warp mode or when testing tapes with "autotest"
- if (DrawingDeactivatedField())
- return;
-
boolean draw_new_player_location = FALSE;
boolean quick_relocation = setup.quick_switch;
int max_center_distance_player_nr =
boolean draw_new_player_location = FALSE;
boolean quick_relocation = setup.quick_switch;
int max_center_distance_player_nr =
@@
-764,6
+760,10
@@
void RedrawPlayfield_EM(boolean force_redraw)
screen_y = screen_y_old;
}
screen_y = screen_y_old;
}
+ // skip redrawing playfield in warp mode or when testing tapes with "autotest"
+ if (DrawingDeactivatedField())
+ return;
+
animscreen();
for (i = 0; i < MAX_PLAYERS; i++)
animscreen();
for (i = 0; i < MAX_PLAYERS; i++)