-#if 0
-locRepeatMainGameLoop: // start repeating game loop
-#endif
-
- // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- // FS synchronization
- while (PauseMode != 0)
- {
- DoEvents();
- }
-
- do
- {
- DoEvents(); // user may klick on menus or move the window here ...
- }
-#if 1
- while (0);
-#else
- while (Clock.TickDiffUS(LastFrame) < DeltaT); // wait till its time for the next frame
-#endif
-
- // never any additional code between here!
-#if 0
- LastFrame = Clock.TickNow(); // store the frame time
-#endif
- // never any additional code between here!
- if (! NoDisplayFlag) // copy the BackBuffer(=Stage) to visible screen
- Stage.Blt();
-
- // FS end of synchronization
- // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-#if 1
- if (EndFlag)
- {
- // (should never happen)
-
- // printf("::: EndFlag == True\n");
-
- goto locExitMainGameLoop;
- }
-#else
- if (EndFlag)
- goto locExitMainGameLoop;
-#endif
-
- // If DemoFlag = 0 Then Call subCheckJoystick ' check joystick
- // bx = subCheckRightMouseButton() ' check (right) mouse button
- // If bx = 2 And LeadOutCounter < 1 Then KillMurphyFlag = 1 ' lead-out busy after quit? -> kill Murphy!
-
- // If DebugVersionFlag <> 0 Then ' debug mode on?
- // If Data_SubRest <> 0 Then Data_SubRest = Data_SubRest - 1
- // If keyEnter <> 0 Then GoTo loc_g_186F ' Was it the Enter key? -> yes--skip! No mouse!
- // ' fixes ENTER bug If no mouse driver!
- // If bx <> 1 Then GoTo loc_g_186F ' Left button=Init game field
- // ' Also Enter If no mouse!
- // If Data_SubRest <> 0 Then GoTo loc_g_186F
- // Data_SubRest = 10
- // Call subRestoreFancy
- // Call subDisplayLevel ' Paint (Init) game field
- // Call subConvertToEasySymbols ' Convert to easy symbols
- // End If
-
- // loc_g_186F:
-
- subProcessKeyboardInput(); // Check keyboard, act on keys
-
- // 'HACK:
- // TimerVar = TimerVar + 1
- // DoEvents
- // GoTo loc_g_186F
- // 'END HACK
- // If RecordDemoFlag = 1 Then GoTo RestartGameLoop
-
- // ----------------------------------------------------------------------------