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fixed bug that prevents playing levels without time limit in MM engine
author
Holger Schemel
<info@artsoft.org>
Mon, 2 Jan 2023 11:45:35 +0000
(12:45 +0100)
committer
Holger Schemel
<info@artsoft.org>
Mon, 2 Jan 2023 11:45:45 +0000
(12:45 +0100)
src/game_mm/mm_game.c
patch
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diff --git
a/src/game_mm/mm_game.c
b/src/game_mm/mm_game.c
index 01c490a9948e376639cec4d4b602b45518b9d1da..d001df011b9c3bcc5e3ffe9294122ca767746e5d 100644
(file)
--- a/
src/game_mm/mm_game.c
+++ b/
src/game_mm/mm_game.c
@@
-3202,22
+3202,21
@@
static void GameActions_MM_Ext(void)
if (game_mm.game_over)
return;
if (game_mm.game_over)
return;
+ if (game_mm.energy_left == 0 && !game.no_level_time_limit && game.time_limit)
+ {
+ FadeOutLaser();
+
+ GameOver_MM(GAME_OVER_NO_ENERGY);
+
+ return;
+ }
+
if (FrameReached(&energy_delay))
{
if (game_mm.energy_left > 0)
if (FrameReached(&energy_delay))
{
if (game_mm.energy_left > 0)
- {
game_mm.energy_left--;
game_mm.energy_left--;
- redraw_mask |= REDRAW_DOOR_1;
- }
- else if (game.time_limit && !game_mm.game_over)
- {
- FadeOutLaser();
-
- GameOver_MM(GAME_OVER_NO_ENERGY);
-
- return;
- }
+ // when out of energy, wait another frame to play "out of time" sound
}
element = laser.dest_element;
}
element = laser.dest_element;