{
prepare_em_level();
+ logic_init();
+
game_initscreen();
RedrawPlayfield_EM(FALSE);
for (i = 0; i < MAX_PLAYERS; i++)
readjoy(action[i], &ply[i]);
- UpdateEngineValues(screen_x / TILEX, screen_y / TILEY, ply[0].x, ply[0].y);
+ UpdateEngineValues(CAVE_POS_X(screen_x / TILEX),
+ CAVE_POS_Y(screen_y / TILEY),
+ CAVE_POS_X(ply[0].x),
+ CAVE_POS_Y(ply[0].y));
logic();
ply[i].dynamite_cnt < 5)
any_player_dropping = TRUE;
- CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
- game_em.any_player_snapping, any_player_dropping);
+ boolean single_step_mode_paused =
+ CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
+ game_em.any_player_snapping, any_player_dropping);
+
+ // draw wrapping around before going to single step pause mode
+ if (single_step_mode_paused && logic_check_wrap())
+ logic_move();
RedrawPlayfield_EM(FALSE);
}