static void CallAnimation(int si, byte bl);
static boolean IsToBeAnimated(int bl);
static void CallAnimation(int si, byte bl);
static boolean IsToBeAnimated(int bl);
// ==========================================================================
// SUBROUTINE
// Do game stuff
// ==========================================================================
// ==========================================================================
// SUBROUTINE
// Do game stuff
// ==========================================================================
// Build a database of locations and subs-to-call of animatable fields only:
// Make a snapshot from the field before the animation cycle starts.
// first and last line are not animated.
// Build a database of locations and subs-to-call of animatable fields only:
// Make a snapshot from the field before the animation cycle starts.
// first and last line are not animated.
// Now use the database to animate all animatables the fastest way.
// All the other fields are not checked anymore: those have no database entry.
// The field from before animation is frozen in the database in order not to
// Now use the database to animate all animatables the fastest way.
// All the other fields are not checked anymore: those have no database entry.
// The field from before animation is frozen in the database in order not to
- KillMurphyFlag = 0; // no more "kill Murphy"
- ExplodeFieldSP(MurphyExplodePos); // Explode
- LeadOutCounter = 0x40; // quit: start lead-out
- }
- } // loc_g_22FB:
+ KillMurphyFlag = 0; // no more "kill Murphy"
+ ExplodeFieldSP(MurphyExplodePos); // Explode
+ LeadOutCounter = 0x40; // quit: start lead-out