}
// this loop finds the coordinates of the player. needed for scrolling and chasing stone.
- // but we only do this if a living player was found. if not yet, the setup
- // routine coordinates are used
+ // but we only do this if a living player was found. otherwise "stay" at current coordinates.
if (cave->player_state == GD_PL_LIVING)
{
if (cave->active_is_first_found)
// SCHEDULING
- // update timing calculated by iterating and counting elements
+ // updates based on the calculated explosions and per element ckdelays.
update_cave_speed(cave);
+ // SPECIAL SOUNDS
+
// cave 3 sounds. precedence is controlled by the sound_play function.
// but we have to check amoeba&magic together as they had a different gritty sound when mixed
if (found_water)