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changed drawing of global borders to more generic approach (again)
[rocksndiamonds.git]
/
src
/
init.c
diff --git
a/src/init.c
b/src/init.c
index 30ff6b9b31f8975c781a3a30b5654eb91f5e5b79..149b4ef2709e0ef6d6d26cf17cf798c897f85b88 100644
(file)
--- a/
src/init.c
+++ b/
src/init.c
@@
-4666,7
+4666,7
@@
static void InitGlobal()
global.frames_per_second = 0;
global.frames_per_second = 0;
- global.border_status = GAME_MODE_
MAIN
;
+ global.border_status = GAME_MODE_
LOADING
;
global.anim_status = global.anim_status_next = GAME_MODE_LOADING;
global.use_envelope_request = FALSE;
global.anim_status = global.anim_status_next = GAME_MODE_LOADING;
global.use_envelope_request = FALSE;
@@
-5323,7
+5323,9
@@
void InitGfx()
InitGfxDrawBusyAnimFunction(DrawInitAnim);
InitGfxDrawGlobalAnimFunction(DrawGlobalAnim);
InitGfxDrawBusyAnimFunction(DrawInitAnim);
InitGfxDrawGlobalAnimFunction(DrawGlobalAnim);
- InitGfxDrawGlobalBorderFunction(DrawMaskedBorderToScreen);
+ InitGfxDrawGlobalBorderFunction(DrawMaskedBorderToTarget);
+
+ gfx.masked_border_bitmap_ptr = backbuffer;
/* use copy of busy animation to prevent change while reloading artwork */
init_last = init;
/* use copy of busy animation to prevent change while reloading artwork */
init_last = init;