game_mm.game_over = FALSE;
game_mm.game_over_cause = 0;
+ game_mm.laser_overload_value = 0;
+
/* set global laser control values (must be set before "InitLaser()") */
laser.start_edge.x = 0;
laser.start_edge.y = 0;
laser.overload_value = 0;
}
+ game_mm.laser_overload_value = laser.overload_value;
+
if (laser.overload_value < MAX_LASER_OVERLOAD - 8)
{
int color_up = 0xFF * laser.overload_value / MAX_LASER_OVERLOAD;