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fixed bug with not updating game panel on maximum overload in MM engine
[rocksndiamonds.git]
/
src
/
game_sp
/
Display.c
diff --git
a/src/game_sp/Display.c
b/src/game_sp/Display.c
index 156b828de050fca0c9a8b23ff7d670160ce09a09..ac2ed31a5de35d764903f099b21b6d5336269052 100644
(file)
--- a/
src/game_sp/Display.c
+++ b/
src/game_sp/Display.c
@@
-7,15
+7,14
@@
int ScreenScrollXPos, ScreenScrollYPos;
int ScreenScrollXPos, ScreenScrollYPos;
-int ShowPanel;
-int ExplosionShake;
+int ExplosionShake, ExplosionShakeMurphy;
boolean NoDisplayFlag;
boolean NoDisplayFlag;
-
long DisplayMinX, DisplayMaxX, DisplayWidth
;
-
long DisplayMinY, DisplayMaxY, DisplayHeight
;
+
int DisplayMinX, DisplayMaxX
;
+
int DisplayMinY, DisplayMaxY
;
-void subDisplayLevel()
+void subDisplayLevel(
void
)
{
if (NoDisplayFlag || ! LevelLoaded)
return;
{
if (NoDisplayFlag || ! LevelLoaded)
return;
@@
-50,10
+49,10
@@
void ScrollTowards(int X, int Y)
Y = Max(Y, ScrollMinY);
Y = Min(Y, ScrollMaxY);
Y = Max(Y, ScrollMinY);
Y = Min(Y, ScrollMaxY);
- DDScrollBuffer_ScrollTowards(X, Y, 2 *
Stretch *
ZoomFactor);
+ DDScrollBuffer_ScrollTowards(X, Y, 2 * ZoomFactor);
}
}
-void SoftScrollTo(int X, int Y,
long
TimeMS, int FPS)
+void SoftScrollTo(int X, int Y,
int
TimeMS, int FPS)
{
if (NoDisplayFlag)
return;
{
if (NoDisplayFlag)
return;