void GameActions_EM(byte action)
{
static unsigned long game_frame_delay = 0;
+#if 1
+ unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
+#else
unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
+#endif
#if 0
/* this is done in screens.c/HandleGameActions() by calling BackToFront() */
sound_play();
DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score,
- (lev.time + 4) / 5);
+ DISPLAY_TIME(lev.time));
}
}