game.request_active &&
drawing_target == DRAW_TO_SCREEN)
{
- if (graphic_info[IMG_BACKGROUND_REQUEST].draw_masked)
+ struct GraphicInfo *g = &graphic_info[IMG_BACKGROUND_REQUEST];
+
+ SetBitmapAlphaNextBlit(request.bitmap, g->alpha);
+
+ if (g->draw_masked)
BlitToScreenMasked(request.bitmap, 0, 0, request.xsize, request.ysize,
request.sx, request.sy);
else
break;
default:
- // only check clickable animations if no request gadget clicked
- HandleGlobalAnimClicks(mx, my, button_status, FALSE);
break;
}
+ // only needed to handle clickable pointer animations here
+ HandleGlobalAnimClicks(mx, my, button_status, FALSE);
+
break;
}