InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
}
-void RestartGlobalAnims(void)
+void RestartGlobalAnimsByStatus(int status)
{
int anim_status_last = global.anim_status;
- global.anim_status = GAME_MODE_LOADING;
+ global.anim_status = status;
+ // force restarting global animations by changed global animation status
SDLRedrawWindow();
global.anim_status = anim_status_last;
void InitGlobalAnimations(void);
void DrawGlobalAnimations(int, int);
-void RestartGlobalAnims(void);
+void RestartGlobalAnimsByStatus(int);
boolean HandleGlobalAnimClicks(int, int, int, boolean);
if (restarting)
{
// force fading out global animations displayed during game play
- SetGameStatus(GAME_MODE_LOADING);
+ SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
}
else
{
if (restarting)
{
// force restarting global animations displayed during game play
- RestartGlobalAnims();
+ RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
SetGameStatus(GAME_MODE_PLAYING);
}
GFX_SPECIAL_ARG_SCORESNEW,
GFX_SPECIAL_ARG_NO_TITLE,
GFX_SPECIAL_ARG_FADING,
+ GFX_SPECIAL_ARG_RESTARTING,
GFX_SPECIAL_ARG_QUIT,
NUM_SPECIAL_GFX_ARGS
#define GAME_MODE_PSEUDO_SCORESNEW GFX_SPECIAL_ARG_SCORESNEW
#define GAME_MODE_PSEUDO_NO_TITLE GFX_SPECIAL_ARG_NO_TITLE
#define GAME_MODE_PSEUDO_FADING GFX_SPECIAL_ARG_FADING
+#define GAME_MODE_PSEUDO_RESTARTING GFX_SPECIAL_ARG_RESTARTING
#define GAME_MODE_QUIT GFX_SPECIAL_ARG_QUIT
#define NUM_GAME_MODES NUM_SPECIAL_GFX_ARGS