SetTileCursorXY(laser.start_edge.x, laser.start_edge.y);
SetTileCursorActive(TRUE);
+ // restart all delay counters after initially cycling game elements
+ ResetFrameCounter(&rotate_delay);
+ ResetFrameCounter(&pacman_delay);
ResetFrameCounter(&energy_delay);
+ ResetFrameCounter(&overload_delay);
}
static void FadeOutLaser(void)
IS_POLAR(Tile[x][y]) ||
IS_POLAR_CROSS(Tile[x][y])) && x == ELX && y == ELY)
{
- check = 0;
-
if (IS_BEAMER(Tile[x][y]))
{
#if 0
LX, LY, laser.beamer_edge, laser.beamer[1].num);
#endif
-#if 0
- laser.num_edges--;
-#endif
+ if (check == 1)
+ laser.num_edges--;
}
ScanLaser();
+
+ check = 0;
}
if (check == 2)