StopSound(SND_SIRR);
}
+#if 0
FadeSounds();
+#endif
/* Hero disappears */
DrawLevelField(ExitX, ExitY);
{
leveldir_current->handicap_level++;
SaveLevelSetup_SeriesInfo();
+ }
+ if (!level_editor_test_game)
+ {
if (level_nr < leveldir_current->last_level)
raise_level = TRUE;
}