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fixed bug with using wrong global border when restarting the game
[rocksndiamonds.git]
/
src
/
tools.c
diff --git
a/src/tools.c
b/src/tools.c
index 70509ada55c319eeab519eccb11c9381643f26f2..6086cf25befdd3b1feaf61269286a47c2919b88a 100644
(file)
--- a/
src/tools.c
+++ b/
src/tools.c
@@
-634,6
+634,10
@@
void DrawMaskedBorderToTarget(int draw_target)
gfx.masked_border_bitmap_ptr = gfx.fade_bitmap_target;
}
gfx.masked_border_bitmap_ptr = gfx.fade_bitmap_target;
}
+ // always use global border for PLAYING when restarting the game
+ if (global.border_status == GAME_MODE_PSEUDO_RESTARTING)
+ global.border_status = GAME_MODE_PLAYING;
+
DrawMaskedBorderExt(REDRAW_ALL, draw_target);
global.border_status = last_border_status;
DrawMaskedBorderExt(REDRAW_ALL, draw_target);
global.border_status = last_border_status;
@@
-976,6
+980,10
@@
static void SetScreenStates_BeforeFadingOut(void)
static void SetScreenStates_AfterFadingOut(void)
{
global.border_status = game_status;
static void SetScreenStates_AfterFadingOut(void)
{
global.border_status = game_status;
+
+ // always use global border for PLAYING when restarting the game
+ if (global.border_status == GAME_MODE_PSEUDO_RESTARTING)
+ global.border_status = GAME_MODE_PLAYING;
}
void FadeIn(int fade_mask)
}
void FadeIn(int fade_mask)