This fixes a bug which occured if the game was restarted (by loading a
tape during the game, or by playing again after a game was lost) and
if a custom artwork set was active that used cross-fading for the game
screen. In this case, global animations displayed during the game were
stopped, but not restarted again,
global.anim_status = anim_status_last;
}
+void SetAnimStatusBeforeFading(int status)
+{
+ anim_status_last_before_fading = status;
+}
+
boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
{
static boolean click_consumed = FALSE;
void DrawGlobalAnimations(int, int);
void RestartGlobalAnimsByStatus(int);
+void SetAnimStatusBeforeFading(int);
boolean HandleGlobalAnimClicks(int, int, int, boolean);
void HandleGlobalAnimEventByElementChange(int, int, int, int);
// force restarting global animations displayed during game play
RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
+ // this is required for "transforming" fade modes like cross-fading
+ // (else global animations will be stopped, but not restarted here)
+ SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
+
SetGameStatus(GAME_MODE_PLAYING);
}