game_animscreen();
}
+void UpdateGameDoorValues_EM()
+{
+}
+
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
synchro_3();
sound_play();
- if (!warp_mode) /* do not redraw values in warp mode */
- DrawGameDoorValues_EM();
+ UpdateGameDoorValues_EM();
}
for (i = 0; i < MAX_PLAYERS; i++)