(struct GlobalAnimPartControlInfo *)obj2;
int compare_result;
- if (o1->control_info.draw_order != o2->control_info.draw_order)
- compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
- else
- compare_result = o1->nr - o2->nr;
+ // do not sort animations parts by draw order (as it would be confusing)
+ compare_result = o1->nr - o2->nr;
return compare_result;
}
int mode_nr;
int i;
- for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ // check game modes in reverse draw order (to stop when clicked)
+ for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
int anim_nr;