case O_BLADDER_8:
// bladder with any delay state: try to convert to clock.
if (is_element_dir(cave, x, y, opposite[grav_compat], cave->bladder_converts_by) ||
- is_element_dir(cave, x, y, cw_fourth[grav_compat], cave->bladder_converts_by) || is_element_dir(cave, x, y, ccw_fourth[grav_compat], cave->bladder_converts_by))
+ is_element_dir(cave, x, y, cw_fourth[grav_compat], cave->bladder_converts_by) ||
+ is_element_dir(cave, x, y, ccw_fourth[grav_compat], cave->bladder_converts_by))
{
// if touches the specified element, let it be a clock
store(cave, x, y, O_PRE_CLOCK_1);
int cycle_counter;
int replay_no_more_movements;
- boolean show_story; // to remember that story for a particular cave was already shown.
+ boolean show_story; // to remember that story for a particular cave was already shown.
boolean use_old_engine; // for game engine compatibility with old replays
} GdGame;
int frame = getGraphicAnimationFrame(graphic, player->Frame);
if (player_is_opaque)
- DrawGraphicShifted(sx,sy, sxx,syy, graphic, frame, NO_CUTTING,NO_MASKING);
+ DrawGraphicShifted(sx,sy, sxx,syy, graphic, frame, NO_CUTTING, NO_MASKING);
else
DrawGraphicShiftedThruMask(sx, sy, sxx, syy, graphic, frame, NO_CUTTING);