Before this change, the very last step was not counted anymore when
using steps instead of seconds/frames and the game already being
marked as "solved".
This change (together with the previous commit) fixes this bug.
RemovePlayer(player);
}
- if (!game.LevelSolved && level.use_step_counter)
+ if (level.use_step_counter)
{
int i;
{
TimeLeft--;
- if (TimeLeft <= 10 && setup.time_limit)
+ if (TimeLeft <= 10 && setup.time_limit && !game.LevelSolved)
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
- if (!TimeLeft && setup.time_limit)
+ if (!TimeLeft && setup.time_limit && !game.LevelSolved)
for (i = 0; i < MAX_PLAYERS; i++)
KillPlayer(&stored_player[i]);
}