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fixed bug with short delay in crumbling border elements around explosion
author
Holger Schemel
<info@artsoft.org>
Fri, 24 Mar 2023 09:59:46 +0000
(10:59 +0100)
committer
Holger Schemel
<info@artsoft.org>
Fri, 24 Mar 2023 09:59:46 +0000
(10:59 +0100)
src/game.c
patch
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diff --git
a/src/game.c
b/src/game.c
index ecc1cea08e9ee3467d35bba375297df454152a33..a0b51c750a21cb252a697eb11db1e78492ecbaec 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-5836,9
+5836,6
@@
static void Explode(int ex, int ey, int phase, int mode)
int last_phase;
int border_element;
int last_phase;
int border_element;
- // !!! eliminate this variable !!!
- int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
-
if (game.explosions_delayed)
{
ExplodeField[ex][ey] = mode;
if (game.explosions_delayed)
{
ExplodeField[ex][ey] = mode;
@@
-6119,7
+6116,7
@@
static void Explode(int ex, int ey, int phase, int mode)
int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
int frame = getGraphicAnimationFrameXY(graphic, x, y);
int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
int frame = getGraphicAnimationFrameXY(graphic, x, y);
- if (phase ==
delay
)
+ if (phase ==
1
)
TEST_DrawLevelFieldCrumbled(x, y);
if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
TEST_DrawLevelFieldCrumbled(x, y);
if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)