}
/* needed if last screen was the level editor */
- UnmapLevelEditorControlButtons();
+ UnmapLevelEditorGadgets();
FadeSounds();
GetPlayerConfig();
if (new_level_nr > leveldir[leveldir_nr].levels - 1)
new_level_nr = leveldir[leveldir_nr].levels - 1;
- if (old_level_nr == new_level_nr || !DelayReached(&level_delay, 150))
+ if (old_level_nr == new_level_nr ||
+ !DelayReached(&level_delay, GADGET_FRAME_DELAY))
goto out;
level_nr = new_level_nr;
GFX_DIAMANT,1,10, HA_NEXT,
GFX_LIFE,1,100, HA_NEXT,
GFX_LIFE_ASYNC,1,100, HA_NEXT,
- GFX_SIEB_LEER,4,2, HA_NEXT,
- GFX_SIEB2_LEER,4,2, HA_NEXT,
+ GFX_SIEB_INAKTIV,4,2, HA_NEXT,
+ GFX_SIEB2_INAKTIV,4,2, HA_NEXT,
GFX_AUSGANG_ZU,1,100, GFX_AUSGANG_ACT,4,2,
GFX_AUSGANG_AUF+0,4,2, GFX_AUSGANG_AUF+3,1,2,
GFX_AUSGANG_AUF+2,1,2, GFX_AUSGANG_AUF+1,1,2, HA_NEXT,
if (x == 1 && y == 2)
{
if (first_entry > 0 &&
- (dy || DelayReached(&choose_delay, 150)))
+ (dy || DelayReached(&choose_delay, GADGET_FRAME_DELAY)))
{
#if 0
first_entry--;
else if (x == 1 && y > num_page_entries + 2)
{
if (first_entry + num_page_entries < num_leveldirs &&
- (dy || DelayReached(&choose_delay, 150)))
+ (dy || DelayReached(&choose_delay, GADGET_FRAME_DELAY)))
{
#if 0
first_entry++;
{
static unsigned long delay = 0;
- if (!DelayReached(&delay, 150))
+ if (!DelayReached(&delay, GADGET_FRAME_DELAY))
goto out;
player_nr = (player_nr + (x == 11 ? -1 : +1) + MAX_PLAYERS) % MAX_PLAYERS;