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;
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)