- static unsigned long game_frame_delay = 0;
-#if 1
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
-#else
- unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
-#endif
- int i;
-
-#if 0
- /* this is done in screens.c/HandleGameActions() by calling BackToFront() */
- XSync(display, False); /* block until all graphics are drawn */
-#endif
-
- WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
-
- game_animscreen();
-
- RandomEM = RandomEM * 129 + 1;
-
- frame = (frame - 1) & 7;
-
- for (i = 0; i < 2; i++)
- readjoy(action[i], i);
-
- UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
-
- if (frame == 7)
- {
- synchro_1();
- synchro_2();
- }
-
- if (frame == 6)
- {
- synchro_3();
- sound_play();
-
- if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
- DrawGameDoorValues_EM();
- }
-
-#if 0
- if (lev.time_initial == 0)
- lev.time++;
- else if (lev.time > 0)
- lev.time--;
-#endif
-
-#if 0
- if (lev.time_initial > 0 &&
- lev.time > 0 && lev.time <= 50 && lev.time % 5 == 0 && setup.time_limit)
- play_sound(-1, -1, SAMPLE_time);
-#endif