redraw_mask |= REDRAW_DOOR_1;
}
+static void RedrawDrawingElements()
+{
+ PickDrawingElement(1, new_element1);
+ PickDrawingElement(2, new_element2);
+ PickDrawingElement(3, new_element3);
+}
+
static void DrawDrawingWindow()
{
stick_element_properties_window = FALSE;
{ EL_EMERALD_YELLOW, &level.score[SC_EMERALD], TEXT_COLLECTING },
{ EL_EMERALD_RED, &level.score[SC_EMERALD], TEXT_COLLECTING },
{ EL_EMERALD_PURPLE, &level.score[SC_EMERALD], TEXT_COLLECTING },
+ { EL_SP_INFOTRON, &level.score[SC_EMERALD], TEXT_COLLECTING },
{ EL_DIAMOND, &level.score[SC_DIAMOND], TEXT_COLLECTING },
+ { EL_CRYSTAL, &level.score[SC_CRYSTAL], TEXT_COLLECTING },
+ { EL_PEARL, &level.score[SC_PEARL], TEXT_COLLECTING },
{ EL_BUG_RIGHT, &level.score[SC_BUG], TEXT_SMASHING },
{ EL_BUG_UP, &level.score[SC_BUG], TEXT_SMASHING },
{ EL_BUG_LEFT, &level.score[SC_BUG], TEXT_SMASHING },
{ EL_BD_BUTTERFLY_UP, &level.score[SC_BUG], TEXT_SMASHING },
{ EL_BD_BUTTERFLY_LEFT, &level.score[SC_BUG], TEXT_SMASHING },
{ EL_BD_BUTTERFLY_DOWN, &level.score[SC_BUG], TEXT_SMASHING },
+ { EL_SP_ELECTRON, &level.score[SC_BUG], TEXT_SMASHING },
{ EL_SPACESHIP_RIGHT, &level.score[SC_SPACESHIP], TEXT_SMASHING },
{ EL_SPACESHIP_UP, &level.score[SC_SPACESHIP], TEXT_SMASHING },
{ EL_SPACESHIP_LEFT, &level.score[SC_SPACESHIP], TEXT_SMASHING },
{ EL_BD_FIREFLY_UP, &level.score[SC_SPACESHIP], TEXT_SMASHING },
{ EL_BD_FIREFLY_LEFT, &level.score[SC_SPACESHIP], TEXT_SMASHING },
{ EL_BD_FIREFLY_DOWN, &level.score[SC_SPACESHIP], TEXT_SMASHING },
+ { EL_SP_SNIKSNAK, &level.score[SC_SPACESHIP], TEXT_SMASHING },
{ EL_YAMYAM, &level.score[SC_YAMYAM], TEXT_SMASHING },
{ EL_DARK_YAMYAM, &level.score[SC_YAMYAM], TEXT_SMASHING },
{ EL_ROBOT, &level.score[SC_ROBOT], TEXT_SMASHING },
{ EL_PACMAN_DOWN, &level.score[SC_PACMAN], TEXT_SMASHING },
{ EL_NUT, &level.score[SC_NUT], TEXT_CRACKING },
{ EL_DYNAMITE, &level.score[SC_DYNAMITE], TEXT_COLLECTING },
+ { EL_DYNABOMB_INCREASE_NUMBER,&level.score[SC_DYNAMITE],TEXT_COLLECTING },
+ { EL_DYNABOMB_INCREASE_SIZE, &level.score[SC_DYNAMITE],TEXT_COLLECTING },
+ { EL_DYNABOMB_INCREASE_POWER, &level.score[SC_DYNAMITE],TEXT_COLLECTING },
+ { EL_SHIELD_NORMAL, &level.score[SC_SHIELD], TEXT_COLLECTING },
+ { EL_SHIELD_DEADLY, &level.score[SC_SHIELD], TEXT_COLLECTING },
+ { EL_EXTRA_TIME, &level.score[SC_TIME_BONUS], TEXT_COLLECTING },
{ EL_KEY_1, &level.score[SC_KEY], TEXT_COLLECTING },
{ EL_KEY_2, &level.score[SC_KEY], TEXT_COLLECTING },
{ EL_KEY_3, &level.score[SC_KEY], TEXT_COLLECTING },
level.custom_element[i] = custom_element;
ModifyEditorElementList();
+ RedrawDrawingElements();
FrameCounter = 0; /* restart animation frame counter */
}
CopyCustomElementPropertiesToGame(properties_element);
if (type_id == ED_CHECKBUTTON_ID_CUSTOM_USE_GRAPHIC)
+ {
ModifyEditorElementList();
+ RedrawDrawingElements();
+ }
}
static void HandleControlButtons(struct GadgetInfo *gi)