}
}
+ // when restarting global animations, do not redraw them, but stop here
+ if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_RESTART)
+ return;
+
if (global.anim_status == GAME_MODE_LOADING)
return;
part->init_event_state)
{
if (part->initial_anim_sync_frame > 0)
- {
- if (part->init_delay_counter > 0)
- part->initial_anim_sync_frame -= part->init_delay_counter;
- else
- part->initial_anim_sync_frame = anim_sync_frame;
- }
+ part->initial_anim_sync_frame = anim_sync_frame;
part->init_delay_counter = 1;
part->init_event_state = FALSE;
global.anim_status = status;
// force restarting global animations by changed global animation status
- SDLRedrawWindow();
+ DrawGlobalAnimationsExt(DRAW_TO_SCREEN, DRAW_GLOBAL_ANIM_STAGE_RESTART);
global.anim_status = anim_status_last;
}
+void SetAnimStatusBeforeFading(int status)
+{
+ anim_status_last_before_fading = status;
+}
+
boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
{
static boolean click_consumed = FALSE;