#include "main_em.h"
-unsigned long RandomEM;
+unsigned int RandomEM;
struct LEVEL lev;
struct PLAYER ply[MAX_PLAYERS];
game_initscreen();
game_animscreen();
+}
-#if 0
- /* blit playfield from scroll buffer to normal back buffer for fading in */
- BlitScreenToBitmap_EM(backbuffer);
-#endif
+void UpdateGameDoorValues_EM()
+{
}
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
int i;
boolean player_is_dropping = FALSE;
-#if 0
- static int foo = -1;
-
- if (action[0] == 0 && foo != 0)
- printf("KEY RELEASED @ %05d\n", FrameCounter);
-
- foo = action[0];
-#endif
-
-#if 0
-#if 1
- if (FrameCounter % 10 == 0)
-#endif
- printf("::: %05d: %lu, %d\n", FrameCounter, RandomEM, frame);
-#endif
-
-#if 0
- game_animscreen();
-
-#if 1
-#if 0
- SyncDisplay();
-#endif
-
- blitscreen();
-#endif
-#endif
-
RandomEM = RandomEM * 129 + 1;
frame = (frame - 1) & 7;
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++)
CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
player_is_dropping);
-#if 1
game_animscreen();
-#if 1
-#if 0
- SyncDisplay();
-#endif
-
blitscreen();
-#endif
-#endif
}
/* read input device for players */