return s;
}
-int correctLevelPosX_EM(int lx)
-{
- lx -= 1;
- lx -= (BorderElement != EL_EMPTY ? 1 : 0);
-
- return lx;
-}
-
-int correctLevelPosY_EM(int ly)
-{
- ly -= 1;
- ly -= (BorderElement != EL_EMPTY ? 1 : 0);
-
- return ly;
-}
-
int getFieldbufferOffsetX_RND(int dir, int pos)
{
int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
global.anim_status = global.anim_status_next;
// store backbuffer with all animations that will be started after fading in
- if (fade_type_skip != FADE_MODE_SKIP_FADE_IN)
- PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
+ PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
// set screen mode for animations back to fading
global.anim_status = GAME_MODE_PSEUDO_FADING;
global.anim_status = GAME_MODE_PSEUDO_FADING;
// store backbuffer with all animations that will be stopped for fading out
- if (fade_type_skip != FADE_MODE_SKIP_FADE_OUT)
- PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
+ PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
}
static void SetScreenStates_AfterFadingOut(void)