ExpireSoundLoops(TRUE);
- FadeOut(fade_mask);
+ if (!level_editor_test_game)
+ FadeOut(fade_mask);
// needed if different viewport properties defined for playing
ChangeViewportPropertiesIfNeeded();
game.belt_dir_nr[i] = 3; // not moving, next moving left
#if USE_NEW_PLAYER_ASSIGNMENTS
+ // use preferred player also in local single-player mode
+ if (!network.enabled && !game.team_mode)
+ {
+ int old_index_nr = local_player->index_nr;
+ int new_index_nr = setup.network_player_nr;
+
+ if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
+ {
+ stored_player[old_index_nr].connected_locally = FALSE;
+ stored_player[new_index_nr].connected_locally = TRUE;
+ }
+ }
+
for (i = 0; i < MAX_PLAYERS; i++)
{
stored_player[i].connected = FALSE;
int i;
// do not start end game actions before the player stops moving (to exit)
- if (local_player->MovPos)
+ if (local_player->active && local_player->MovPos)
return;
game.LevelSolved_GameWon = TRUE;
if (!player->is_moving &&
!player->is_pushing &&
!player->is_dropping_pressed)
- {
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); // stop snapping
- }
}
CheckSaveEngineSnapshot(player);
DrawAllPlayers();
PlayAllPlayersSound();
- if (local_player->show_envelope != 0 && local_player->MovPos == 0)
+ if (local_player->show_envelope != 0 && (!local_player->active ||
+ local_player->MovPos == 0))
{
ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
player->present = FALSE;
player->active = FALSE;
+ // required for some CE actions (even if the player is not active anymore)
+ player->MovPos = 0;
+
if (!ExplodeField[jx][jy])
StorePlayer[jx][jy] = 0;