special = game_status;
else if (game_status == GAME_MODE_PSEUDO_TYPENAME)
special = GFX_SPECIAL_ARG_MAIN;
+ else if (game_status == GAME_MODE_PSEUDO_TYPENAMES)
+ special = GFX_SPECIAL_ARG_NAMES;
if (special != -1)
return font_info[font_nr].special_bitmap_id[special];
IMG_BACKGROUND_TITLE_INITIAL,
IMG_BACKGROUND_TITLE,
IMG_BACKGROUND_MAIN,
+ IMG_BACKGROUND_NAMES,
IMG_BACKGROUND_LEVELS,
IMG_BACKGROUND_LEVELNR,
IMG_BACKGROUND_SCORES,
global.anim_status = global.anim_status_next = GAME_MODE_LOADING;
global.use_envelope_request = FALSE;
+
+ global.user_names = NULL;
}
static void Execute_Command(char *command)
static void InitSetup(void)
{
+ LoadUserNames(); // global user names
+ LoadUserSetup(); // global user number
+
LoadSetup(); // global setup info
LoadSetup_AutoSetup(); // global auto setup info
else
artwork_current_identifier = setup_artwork_set;
-
/* 2nd step: check if it is really needed to reload artwork set
------------------------------------------------------------ */
artwork_current_identifier))
artwork_new_identifier = artwork_current_identifier;
- *(ARTWORK_CURRENT_IDENTIFIER_PTR(artwork, type))= artwork_current_identifier;
+ *(ARTWORK_CURRENT_IDENTIFIER_PTR(artwork, type)) = artwork_current_identifier;
// ---------- do not reload directly after starting -------------------------
if (!initialized[type])