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fixed fading in game screen before playing for Mirror Magic game 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 ca8c49c534e17f98fe83309edc890f3eb80ed27e..b88499a552473031cd8d459dfac73dffbef9384e 100644
(file)
--- a/
src/game_mm/mm_game.c
+++ b/
src/game_mm/mm_game.c
@@
-349,6
+349,10
@@
void InitGameEngine_MM()
#endif
DrawLevel_MM();
#endif
DrawLevel_MM();
+}
+
+void InitGameEngine_MM_AfterFadingIn()
+{
InitCycleElements();
InitLaser();
InitCycleElements();
InitLaser();
@@
-2131,6
+2135,7
@@
static void Explode_MM(int x, int y, int phase, int mode)
Store[x][y] = EL_EMPTY;
}
Store[x][y] = EL_EMPTY;
}
+ Feld[x][y] = Store[x][y];
Store[x][y] = Store2[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
InitField(x, y, FALSE);
Store[x][y] = Store2[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
InitField(x, y, FALSE);