}
else if (mode & ANIM_LEVEL_NR) // play frames by level number
{
- int level_pos = level_nr - leveldir_current->first_level;
+ int level_pos = level_nr - gfx.anim_first_level;
frame = level_pos % num_frames;
}
int mode_nr;
int i;
- // check game modes in reverse draw order (to stop when clicked)
- for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
int anim_nr;