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fixed bug with re-scanning laser when rotating teleporter in MM engine
[rocksndiamonds.git]
/
src
/
game_mm
/
mm_game.h
diff --git
a/src/game_mm/mm_game.h
b/src/game_mm/mm_game.h
index f01f3fe1980118dd439e2793fc4abfd6e6f15442..eef79de9ec938b319d7eb1010ad391c7d05c1efc 100644
(file)
--- a/
src/game_mm/mm_game.h
+++ b/
src/game_mm/mm_game.h
@@
-15,9
+15,6
@@
#include "main_mm.h"
#include "main_mm.h"
-void GameWon_MM(void);
-int NewHiScore_MM(void);
-
void TurnRound(int, int);
void PlaySoundLevel(int, int, int);
void TurnRound(int, int);
void PlaySoundLevel(int, int, int);
@@
-27,7
+24,7
@@
void AddDamagedField(int, int);
void ScanLaser(void);
void DrawLaser(int, int);
boolean HitElement(int, int);
void ScanLaser(void);
void DrawLaser(int, int);
boolean HitElement(int, int);
-boolean HitOnlyAnEdge(int
, int
);
+boolean HitOnlyAnEdge(int);
boolean HitPolarizer(int, int);
boolean HitBlock(int, int);
boolean HitLaserSource(int, int);
boolean HitPolarizer(int, int);
boolean HitBlock(int, int);
boolean HitLaserSource(int, int);