X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_graphics.c;h=302dddbb87044dd888ed52706b6860aa53a09a91;hb=b2ec7c8382352d68a50b841269a8daefe30b60c9;hp=fe2e6b45b87ef1dd191dfe66bb81331d987c2830;hpb=06ca530f089d0f4a0e98f1ce11fd47387bd20a0d;p=rocksndiamonds.git diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index fe2e6b45..302dddbb 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -530,14 +530,6 @@ Bitmap *gd_get_tile_bitmap(Bitmap *bitmap) return bitmap; } -#if DO_GFX_SANITY_CHECK -// workaround to prevent variable name scope problem -static boolean use_native_bd_graphics_engine(void) -{ - return game.use_native_bd_graphics_engine; -} -#endif - // returns true if the element is a player static inline boolean is_player(const int element) { @@ -595,9 +587,7 @@ static void gd_drawcave_tile(Bitmap *dest, GdGame *game, int x, int y, boolean d boolean is_movable = (can_move(tile) || can_fall(tile) || is_pushable(tile) || is_player(tile)); boolean is_movable_or_diggable = (is_movable || is_diggable(game->last_element_buffer[y][x])); boolean is_moving = (is_movable_or_diggable && dir != GD_MV_STILL); - boolean use_smooth_movements = - ((setup.bd_smooth_movements == TRUE) || - (setup.bd_smooth_movements == AUTO && !use_native_bd_graphics_engine())); + boolean use_smooth_movements = use_bd_smooth_movements(); // do not use smooth movement animation for exploding game elements (like player) if (is_explosion(tile) && dir != GD_MV_STILL)