game_sp.scroll_xoffset = (EVEN(SCR_FIELDX) ? TILEX / 2 : 0);
game_sp.scroll_yoffset = (EVEN(SCR_FIELDY) ? TILEY / 2 : 0);
-#if 1
if (native_sp_level.width <= SCR_FIELDX)
game_sp.scroll_xoffset = TILEX / 2;
if (native_sp_level.height <= SCR_FIELDY)
game_sp.scroll_yoffset = TILEY / 2;
-#endif
for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
{
void DrawGameDoorValues_SP()
{
-#if 1
- // game_sp.time_played = TimerVar / FRAMES_PER_SECOND_SP;
game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
-#else
- game_sp.time_played = TimerVar * setup.game_frame_delay / 1000;
-#endif
game_sp.infotrons_still_needed = InfotronsNeeded;
game_sp.red_disk_count = RedDiskCount;
game_sp.score = 0; // (currently no score in Supaplex engine)
-
-#if 0
- printf("::: %d, %d => %d\n",
- TimerVar, setup.game_frame_delay, game_sp.time_played);
-#endif
}
void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)