game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
game.centered_player_nr_next = game.centered_player_nr;
game.set_centered_player = FALSE;
+ game.set_centered_player_fast = FALSE;
if (network_playing && tape.recording)
{
int centered_player_nr;
int centered_player_nr_next;
boolean set_centered_player;
+ boolean set_centered_player_fast;
// values for random number generator initialization after snapshot
unsigned int num_random_calls;
void RedrawPlayfield_EM(boolean force_redraw)
{
boolean draw_new_player_location = FALSE;
+ boolean draw_new_player_location_fast = FALSE;
boolean quick_relocation = setup.quick_switch;
int max_center_distance_player_nr =
getMaxCenterDistancePlayerNr(screen_x, screen_y);
game.centered_player_nr = game.centered_player_nr_next;
draw_new_player_location = TRUE;
+ draw_new_player_location_fast = game.set_centered_player_fast;
force_redraw = TRUE;
game.set_centered_player = FALSE;
+ game.set_centered_player_fast = FALSE;
}
if (game.centered_player_nr == -1)
if (draw_new_player_location && !quick_relocation)
{
+ unsigned int frame_delay_value_old = GetVideoFrameDelay();
+ int wait_delay_value = frame_delay_value_old;
int screen_xx = VALID_SCREEN_X(sx);
int screen_yy = VALID_SCREEN_Y(sy);
+ if (draw_new_player_location_fast)
+ wait_delay_value /= 4;
+
+ SetVideoFrameDelay(wait_delay_value);
+
while (screen_x != screen_xx || screen_y != screen_yy)
{
int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
BackToFront_EM();
}
+ SetVideoFrameDelay(frame_delay_value_old);
+
screen_x_old = screen_x;
screen_y_old = screen_y;
}