// force restarting global animations displayed during game play
RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
+ // this is required for "transforming" fade modes like cross-fading
+ // (else global animations will be stopped, but not restarted here)
+ SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
+
SetGameStatus(GAME_MODE_PLAYING);
}
ChangeCount[x][y]++; // count number of changes in the same frame
if (ei->has_anim_event)
- {
- int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
- int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
- int sx = FX + SCREENX(x) * TILEX_VAR;
- int sy = FY + SCREENY(y) * TILEY_VAR;
-
- HandleGlobalAnimEventByElementChange(element, page, sx - fx, sy - fy);
- }
+ HandleGlobalAnimEventByElementChange(element, page, x, y);
if (change->explode)
{