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fixed bug with wrong high score list width when using font draw offsets
[rocksndiamonds.git]
/
src
/
game_em
/
input.c
diff --git
a/src/game_em/input.c
b/src/game_em/input.c
index 7b3ae9214f65e38dc40f97ed3d925bd32a0d8ddd..f7542440b6e3270185962a36e1cd3c1a9570920c 100644
(file)
--- a/
src/game_em/input.c
+++ b/
src/game_em/input.c
@@
-63,7
+63,8
@@
void InitGameEngine_EM()
prepare_em_level();
game_initscreen();
prepare_em_level();
game_initscreen();
- game_animscreen();
+
+ RedrawPlayfield_EM(FALSE);
}
void UpdateGameDoorValues_EM()
}
void UpdateGameDoorValues_EM()
@@
-73,7
+74,7
@@
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;
@@
-103,14
+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 */