moved workaround for BD runtime elements in editor to separate function
[rocksndiamonds.git] / src / editor.c
index 34bcb2f9149665a85903828632a7414fb5f65712..6ec52ee30ac21c4100f3120c80d7c9d733b53696 100644 (file)
@@ -8102,8 +8102,7 @@ static void getEditorGraphicAndFrame(int element, int *graphic, int *frame, bool
 {
   if (use_editor_gfx)
   {
-    *graphic = el2edimg(element);
-    *frame = 0;
+    el2edimg_with_frame(element, graphic, frame);
   }
   else
   {
@@ -8113,21 +8112,6 @@ static void getEditorGraphicAndFrame(int element, int *graphic, int *frame, bool
              ANIM_MODE(*graphic) == ANIM_CE_SCORE ?
              custom_element.collect_score_initial : FrameCounter);
   }
-
-  if (*graphic == IMG_UNKNOWN)
-  {
-    // no graphic defined -- if BD style, try to get runtime ("effect") element graphics
-    // (normal BD style elements have graphics, but runtime ("effects") elements do not)
-    int element_bd = map_element_RND_to_BD_cave(element);
-
-    if (element_bd != O_UNKNOWN)
-    {
-      struct GraphicInfo_BD *g_bd = &graphic_info_bd_object[element_bd][0];
-
-      *graphic = g_bd->graphic;
-      *frame   = g_bd->frame;
-    }
-  }
 }
 
 static void getEditorGraphicSource(int element, int tile_size, Bitmap **bitmap,