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removed checks for (unused) border element for EM engine
[rocksndiamonds.git]
/
src
/
tools.c
diff --git
a/src/tools.c
b/src/tools.c
index 52fbded05846a88125e503994a8f6439555851a4..5513a17f436ef330c70aa8527f788dfb4061e045 100644
(file)
--- a/
src/tools.c
+++ b/
src/tools.c
@@
-196,7
+196,6
@@
static char *print_if_not_empty(int element)
int correctLevelPosX_EM(int lx)
{
lx -= 1;
int correctLevelPosX_EM(int lx)
{
lx -= 1;
- lx -= (BorderElement != EL_EMPTY ? 1 : 0);
return lx;
}
return lx;
}
@@
-204,7
+203,6
@@
int correctLevelPosX_EM(int lx)
int correctLevelPosY_EM(int ly)
{
ly -= 1;
int correctLevelPosY_EM(int ly)
{
ly -= 1;
- ly -= (BorderElement != EL_EMPTY ? 1 : 0);
return ly;
}
return ly;
}
@@
-993,8
+991,7
@@
static void SetScreenStates_BeforeFadingIn(void)
global.anim_status = global.anim_status_next;
// store backbuffer with all animations that will be started after fading in
global.anim_status = global.anim_status_next;
// store backbuffer with all animations that will be started after fading in
- if (fade_type_skip != FADE_MODE_SKIP_FADE_IN)
- PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
+ PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
// set screen mode for animations back to fading
global.anim_status = GAME_MODE_PSEUDO_FADING;
// set screen mode for animations back to fading
global.anim_status = GAME_MODE_PSEUDO_FADING;
@@
-1017,8
+1014,7
@@
static void SetScreenStates_BeforeFadingOut(void)
global.anim_status = GAME_MODE_PSEUDO_FADING;
// store backbuffer with all animations that will be stopped for fading out
global.anim_status = GAME_MODE_PSEUDO_FADING;
// store backbuffer with all animations that will be stopped for fading out
- if (fade_type_skip != FADE_MODE_SKIP_FADE_OUT)
- PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
+ PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
}
static void SetScreenStates_AfterFadingOut(void)
}
static void SetScreenStates_AfterFadingOut(void)