(8 - frame) * ply[p].y) * TILEY / 8 \
- ((SCR_FIELDY - 1) * TILEY) / 2)
+#define USE_EXTENDED_GRAPHICS_ENGINE 0
int frame; /* current screen frame */
int screen_x; /* current scroll position */
int tile = Draw[y][x];
struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
-#if 1
+#if USE_EXTENDED_GRAPHICS_ENGINE
getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y,
x - 2, y - 2);
#endif
{
struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
-#if 1
+#if USE_EXTENDED_GRAPHICS_ENGINE
getGraphicSourcePlayerExt_EM(player_nr, anim, frame,
&g->bitmap, &g->src_x, &g->src_y);
#endif
}
/* only redraw screen tiles if they (or their crumbled state) changed */
+#if USE_EXTENDED_GRAPHICS_ENGINE
// if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
+#else
+ if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
+#endif
{
DrawLevelField_EM(x, y, sx, sy, FALSE);
DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
if (quick_relocation)
{
- int offset = (setup.scroll_delay ? 3 : 0);
+ int offset = game.scroll_delay_value;
if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
{
int player_nr = game_em.last_moving_player;
#endif
int stepsize = TILEX / 8;
- int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
+ int offset = game.scroll_delay_value * TILEX;
int offset_x = offset;
int offset_y = offset;
int screen_x_old = screen_x;