element_info[i].token_name = element_name_info[i].token_name;
element_info[i].class_name = element_name_info[i].class_name;
- element_info[i].editor_description=element_name_info[i].editor_description;
+ element_info[i].editor_description= element_name_info[i].editor_description;
#if 0
printf("%04d: %s\n", i, element_name_info[i].token_name);
ActiveElement[element] = element_active;
}
+ /* always start with reliable default values (all buttons) */
+ for (i = 0; i < NUM_IMAGE_FILES; i++)
+ ActiveButton[i] = i;
+
+ /* now add all entries that have an active state (active buttons) */
+ for (i = 0; button_with_active_state[i].button != -1; i++)
+ {
+ int button = button_with_active_state[i].button;
+ int button_active = button_with_active_state[i].button_active;
+
+ ActiveButton[button] = button_active;
+ }
+
/* always start with reliable default values (all fonts) */
for (i = 0; i < NUM_FONTS; i++)
ActiveFont[i] = i;
global.frames_per_second = 0;
global.fps_slowdown = FALSE;
global.fps_slowdown_factor = 1;
+
+ global.border_status = GAME_MODE_MAIN;
+ global.fading_status = GAME_MODE_MAIN;
+ global.fading_type = TYPE_ENTER_MENU;
}
void Execute_Command(char *command)