RedrawPlayfield_EM(FALSE);
}
-void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
+void GameActions_EM(byte action[MAX_PLAYERS])
{
int i;
boolean any_player_dropping = FALSE;
any_player_dropping = TRUE;
boolean single_step_mode_paused =
- CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
+ CheckSingleStepMode_EM(frame, game_em.any_player_moving,
game_em.any_player_snapping, any_player_dropping);
// draw wrapping around before going to single step pause mode