bd_color_default[i] = *bd_color[i];
}
-static void SetRandomLevelColors_BD(void)
+void SetRandomLevelColors_BD(int bd_color_type)
{
struct LevelInfo_BD *level_bd = level.native_bd_level;
GdCave *cave = level_bd->cave;
// create random cave colors
- gd_cave_set_random_colors(cave, level.bd_color_type);
+ gd_cave_set_random_colors(cave, bd_color_type);
// copy colors to level editor
level.bd_color_b = cave->colorb;
else
{
// color type switched to different color type as default colors => use random colors
- SetRandomLevelColors_BD();
+ SetRandomLevelColors_BD(level.bd_color_type);
}
}
stick_element_properties_window = FALSE;
+ // make sure that previous level config edit mode exists for this level
+ if (edit_mode_levelconfig == ED_MODE_LEVELCONFIG_ENGINE &&
+ level.game_engine_type != GAME_ENGINE_TYPE_BD)
+ edit_mode_levelconfig = ED_MODE_LEVELCONFIG_LEVEL;
+
SetAutomaticNumberOfGemsNeeded();
UnmapLevelEditorFieldGadgets();
}
else if (type_id == ED_TEXTBUTTON_ID_BD_SET_RANDOM_COLORS)
{
- SetRandomLevelColors_BD();
+ SetRandomLevelColors_BD(level.bd_color_type);
// update BD color palette gadgets after setting random colors
DrawLevelConfigWindow();