game.envelope_active = FALSE;
+ // special case: set custom artwork setting to initial value
+ game.use_masked_elements = game.use_masked_elements_initial;
+
for (i = 0; i < NUM_BELTS; i++)
{
game.belt_dir[i] = MV_NONE;
boolean use_native_sp_graphics_engine;
boolean use_masked_pushing;
boolean use_masked_elements;
+ boolean use_masked_elements_initial;
int forced_scroll_delay_value;
int scroll_delay_value;
int tile_size;
}
}
+
+static void InitGameInfoFromArtworkInfo(void)
+{
+ // special case: store initial value of custom artwork setting
+ game.use_masked_elements_initial = game.use_masked_elements;
+}
+
static void ReinitializeGraphics(void)
{
print_timestamp_init("ReinitializeGraphics");
InitDoors();
print_timestamp_time("InitDoors");
+ InitGameInfoFromArtworkInfo();
+
print_timestamp_done("ReinitializeGraphics");
}
game.request_active = FALSE;
game.request_active_or_moving = FALSE;
+
+ game.use_masked_elements_initial = FALSE;
}
static void InitPlayerInfo(void)