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fixed 'skip next fade' logic for cross-fading buffers
[rocksndiamonds.git]
/
src
/
game_em
/
input.c
diff --git
a/src/game_em/input.c
b/src/game_em/input.c
index 308706437401106672e803f8ad683fae9b7020fa..f7542440b6e3270185962a36e1cd3c1a9570920c 100644
(file)
--- a/
src/game_em/input.c
+++ b/
src/game_em/input.c
@@
-63,13
+63,18
@@
void InitGameEngine_EM()
prepare_em_level();
game_initscreen();
prepare_em_level();
game_initscreen();
- game_animscreen();
+
+ RedrawPlayfield_EM(FALSE);
+}
+
+void UpdateGameDoorValues_EM()
+{
}
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
}
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
- boolean
player_is
_dropping = FALSE;
+ boolean
any_player
_dropping = FALSE;
RandomEM = RandomEM * 129 + 1;
RandomEM = RandomEM * 129 + 1;
@@
-91,8
+96,7
@@
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
synchro_3();
sound_play();
synchro_3();
sound_play();
- if (!warp_mode) /* do not redraw values in warp mode */
- DrawGameDoorValues_EM();
+ UpdateGameDoorValues_EM();
}
for (i = 0; i < MAX_PLAYERS; i++)
}
for (i = 0; i < MAX_PLAYERS; i++)
@@
-100,14
+104,12
@@
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
ply[i].dynamite &&
ply[i].dynamite_cnt > 0 &&
ply[i].dynamite_cnt < 5)
ply[i].dynamite &&
ply[i].dynamite_cnt > 0 &&
ply[i].dynamite_cnt < 5)
-
player_is
_dropping = TRUE;
+
any_player
_dropping = TRUE;
CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
- player_is_dropping);
-
- game_animscreen();
+ game_em.any_player_snapping, any_player_dropping);
-
blitscreen(
);
+
RedrawPlayfield_EM(FALSE
);
}
/* read input device for players */
}
/* read input device for players */