{
GfxElement[jx][jy] = EL_UNDEFINED;
+ /* make sure that pushed elements are drawn with correct frame rate */
+ if (player->is_pushing && player->is_moving)
+ GfxFrame[jx][jy] = player->StepFrame;
+
DrawLevelField(jx, jy);
}
}
player->is_moving, player_is_moving);
#endif
+#if 1
if (player->is_pushing && player->is_moving)
{
int px = SCREENX(jx), py = SCREENY(jy);
/* masked drawing is needed for EMC style (double) movement graphics */
DrawGraphicShiftedThruMask(px, py, pxx, pyy, graphic, frame, NO_CUTTING);
}
+#endif
/* ----------------------------------------------------------------------- */
/* draw things in front of player (active dynamite or dynabombs) */
return element_info[element].special_graphic[GFX_SPECIAL_ARG_PREVIEW];
}
+int font2baseimg(int font_nr)
+{
+ return font_info[font_nr].special_graphic[GFX_SPECIAL_ARG_DEFAULT];
+}
+
int getGameFrameDelay_EM(int native_em_game_frame_delay)
{
int game_frame_delay_value;