prepare_em_level();
game_initscreen();
- game_animscreen();
+
+ RedrawPlayfield_EM(FALSE);
+}
+
+void UpdateGameDoorValues_EM()
+{
}
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
- boolean player_is_dropping = FALSE;
+ boolean any_player_dropping = FALSE;
RandomEM = RandomEM * 129 + 1;
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++)
ply[i].dynamite &&
ply[i].dynamite_cnt > 0 &&
ply[i].dynamite_cnt < 5)
- player_is_dropping = TRUE;
+ any_player_dropping = TRUE;
CheckSingleStepMode_EM(action, frame, game_em.any_player_moving,
- player_is_dropping);
-
- game_animscreen();
+ game_em.any_player_snapping, any_player_dropping);
- blitscreen();
+ RedrawPlayfield_EM(FALSE);
}
/* read input device for players */