- int subMainGameLoop;
-
- // int al, bx;
- int bx;
-#if 0
- TickCountObject Clock;
- currency LastFrame;
-#endif
-
- if (DemoFlag != 0)
- {
-#if 1
- printf("::: playing demo ...\n");
-#endif
-
- // EP set level success byte: demo, not game
- WasDemoFlag = 1;
- EP_GameDemoVar0DAA = 0; // demo
- }
- else // loc_g_1836:
- {
-#if 1
- printf("::: playing game ...\n");
-#endif
-
- // EP set level success byte: game, not demo
- WasDemoFlag = 0;
- EP_GameDemoVar0DAA = 1; // game
- }
-
- // RestartGameLoop:
- // If RecordDemoFlag = 1 Then
- // RecordDemoFlag = 0 ' clear Demo Recording flag
- // Call subDisplayPlayingTime ' playing time on screen
- // ' Record key still pressed?' >= (Ctrl-)F1 and <= (Ctrl-)F10
- // While &H3B <= KeyScanCode7 And KeyScanCode7 <= &H44
- // ' yes -> wait until released
- // ' should we DoEvents here???? ... depends on how ... but yes!
- // ' ...or we can rather poll the keyboardstate inside this loop???
- // Wend
- // Call subInitGameConditions ' Init game conditions (vars)
- // If MusicOnFlag = 0 Then Call subMusicInit
- // WasDemoFlag = 0 ' no demo anymore
- // EP_GameDemoVar0DAA = 1 ' force game
- // End If
-