TimerVar = TimerVar + 1;
-#if 1
+ if (ExplosionShakeMurphy > 0)
+ ExplosionShakeMurphy--;
+
if (ExitToMenuFlag == 1)
{
// happens when demo ends or when Murphy enters exit (to be checked)
-
-#if 0
- goto locExitMainGameLoop;
-#endif
}
-#else
- if (ExitToMenuFlag == 1)
- goto locExitMainGameLoop;
-#endif
if (LeadOutCounter == 0) // no lead-out: game busy
return;
// lead-out done: exit now
// ---------------------- END OF GAME-BUSY LOOP (including lead-out) ---------
-#if 0
-locExitMainGameLoop:
-#endif
-
-#if 1
- printf("::: locExitMainGameLoop reached [%d]\n", LeadOutCounter);
- printf("::: [KillMurphyFlag == %d]\n", KillMurphyFlag);
-#endif
-
-#if 1
/* if the game is not won when reaching this point, then it is lost */
if (!game_sp.LevelSolved)
game_sp.GameOver = TRUE;
-#endif
}
void subCalculateScreenScrollPos()
{
-#if 1
int jump_pos = TILEX / 2;
/* handle wrap-around */
MurphyScreenXPos = MurphyScreenXPos - FieldWidth * TILEX;
MurphyScreenYPos += TILEY;
}
-#endif
if (ExplosionShake != 0)
{