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fixed bug with re-scanning laser when rotating teleporter in MM engine
[rocksndiamonds.git]
/
src
/
game_mm
/
mm_game.c
diff --git
a/src/game_mm/mm_game.c
b/src/game_mm/mm_game.c
index 8583a9a7d7d056e43e13b3e2bcc80ffefe35af3a..20e27068ffa641502bc60d230642c3fe62f10563 100644
(file)
--- a/
src/game_mm/mm_game.c
+++ b/
src/game_mm/mm_game.c
@@
-3060,8
+3060,6
@@
void RotateMirror(int x, int y, int button)
IS_POLAR(Tile[x][y]) ||
IS_POLAR_CROSS(Tile[x][y])) && x == ELX && y == ELY)
{
IS_POLAR(Tile[x][y]) ||
IS_POLAR_CROSS(Tile[x][y])) && x == ELX && y == ELY)
{
- check = 0;
-
if (IS_BEAMER(Tile[x][y]))
{
#if 0
if (IS_BEAMER(Tile[x][y]))
{
#if 0
@@
-3069,12
+3067,13
@@
void RotateMirror(int x, int y, int button)
LX, LY, laser.beamer_edge, laser.beamer[1].num);
#endif
LX, LY, laser.beamer_edge, laser.beamer[1].num);
#endif
-#if 0
- laser.num_edges--;
-#endif
+ if (check == 1)
+ laser.num_edges--;
}
ScanLaser();
}
ScanLaser();
+
+ check = 0;
}
if (check == 2)
}
if (check == 2)