fieldbuffer = bitmap_db_field;
SetDrawtoField(DRAW_BACKBUFFER);
+#if 1
+ ClearRectangle(backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE);
+#else
RedrawBackground();
ClearRectangle(backbuffer, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
ClearRectangle(bitmap_db_door, 0, 0, 3 * DXSIZE, DYSIZE + VYSIZE);
+#endif
for (x = 0; x < MAX_BUF_XSIZE; x++)
for (y = 0; y < MAX_BUF_YSIZE; y++)
#if 1
#if 1
- FadeSetStartItem();
+ FadeSetEnterScreen();
// FadeSkipNextFadeOut();
// FadeSetDisabled();
#else
return;
}
+ game_status = GAME_MODE_MAIN;
+
#if 1
- FadeSetStartItem();
- FadeSkipNextFadeOut();
+ FadeSetEnterScreen();
+ if (!(fading.fade_mode & FADE_TYPE_TRANSFORM))
+ FadeSkipNextFadeOut();
// FadeSetDisabled();
#else
fading = fading_none;
#endif
- game_status = GAME_MODE_MAIN;
-
DrawMainMenu();
InitNetworkServer();