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)