X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Finput.c;h=f123b4377a748dcc86bdbfc8166f0f90a37e93c7;hb=2d235297197dd0c325184f7fc401d9c5c41c2616;hp=f04718f7e4a5b19000c457551d1355ee342cd2ec;hpb=73dd81c85be90e466493bcc6f45c402d29bc7f20;p=rocksndiamonds.git diff --git a/src/game_em/input.c b/src/game_em/input.c index f04718f7..f123b437 100644 --- a/src/game_em/input.c +++ b/src/game_em/input.c @@ -14,8 +14,6 @@ struct PLAYER ply1; struct PLAYER ply2; struct LEVEL lev; -struct LevelInfo_EM native_em_level; - unsigned short **Boom; unsigned short **Cave; unsigned short **Next; @@ -72,7 +70,11 @@ void InitGameEngine_EM() void GameActions_EM(byte action) { static unsigned long game_frame_delay = 0; +#if 1 + unsigned long game_frame_delay_value = getGameFrameDelay_EM(20); +#else unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); +#endif #if 0 /* this is done in screens.c/HandleGameActions() by calling BackToFront() */ @@ -102,8 +104,8 @@ void GameActions_EM(byte action) synchro_3(); sound_play(); - DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score, - (lev.time + 4) / 5); + if (game_frame_delay_value > 0) /* do not redraw values in warp mode */ + DrawGameDoorValues_EM(); } }