FadeIn(fade_mask);
- if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
- InitGameEngine_MM_AfterFadingIn();
-
#if 1
// full screen redraw is required at this point in the following cases:
// - special editor door undrawn when game was started from level editor
game.restart_level = FALSE;
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ InitGameActions_MM();
+
SaveEngineSnapshotToListInitial();
}
extern void InitGfxBuffers_MM();
extern void InitGameEngine_MM();
-extern void InitGameEngine_MM_AfterFadingIn();
+extern void InitGameActions_MM();
extern void GameActions_MM(byte *, boolean);
extern void ClickElement(int, int, int);
DrawLevel_MM();
}
-void InitGameEngine_MM_AfterFadingIn()
+void InitGameActions_MM()
{
InitCycleElements();
InitLaser();