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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 c1605b4397cac8c50d59d692dbe3f23eaf0e2ad2..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)
@@
-3011,8
+3019,7
@@
void ShowEnvelope(int envelope_nr)
static void PrepareEnvelopeRequestToScreen(Bitmap *bitmap, int sx, int sy,
int xsize, int ysize)
{
static void PrepareEnvelopeRequestToScreen(Bitmap *bitmap, int sx, int sy,
int xsize, int ysize)
{
- if (!global.use_envelope_request ||
- request.sort_priority <= 0)
+ if (!global.use_envelope_request)
return;
if (request.bitmap == NULL ||
return;
if (request.bitmap == NULL ||
@@
-3042,13
+3049,11
@@
static void PrepareEnvelopeRequestToScreen(Bitmap *bitmap, int sx, int sy,
request.ysize = ysize;
}
request.ysize = ysize;
}
-void DrawEnvelopeRequestToScreen(int drawing_target
, int drawing_stage
)
+void DrawEnvelopeRequestToScreen(int drawing_target)
{
if (global.use_envelope_request &&
game.request_active_or_moving &&
{
if (global.use_envelope_request &&
game.request_active_or_moving &&
- request.sort_priority > 0 &&
- drawing_target == DRAW_TO_SCREEN &&
- drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
+ drawing_target == DRAW_TO_SCREEN)
{
BlitToScreen(request.bitmap, 0, 0, request.xsize, request.ysize,
request.sx, request.sy);
{
BlitToScreen(request.bitmap, 0, 0, request.xsize, request.ysize,
request.sx, request.sy);