StopSound(SND_SIRR);
}
+#if 0
FadeSounds();
+#endif
/* Hero disappears */
DrawLevelField(ExitX, ExitY);
{
leveldir_current->handicap_level++;
SaveLevelSetup_SeriesInfo();
-
- if (level_nr < leveldir_current->last_level)
- raise_level = TRUE;
}
+ if (level_editor_test_game)
+ local_player->score = -1; /* no highscore when playing from editor */
+ else if (level_nr < leveldir_current->last_level)
+ raise_level = TRUE; /* advance to next level */
+
if ((hi_pos = NewHiScore()) >= 0)
{
game_status = HALLOFFAME;