SetVideoFrameDelay(frame_delay_value_old);
}
+static int fade_type_skip = FADE_TYPE_NONE;
+
static void FadeExt(int fade_mask, int fade_mode, int fade_type)
{
- static int fade_type_skip = FADE_TYPE_NONE;
void (*draw_border_function)(void) = NULL;
int x, y, width, height;
int fade_delay, post_delay;
global.anim_status = global.anim_status_next;
// store backbuffer with all animations that will be started after fading in
- PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
+ if (fade_type_skip != FADE_MODE_SKIP_FADE_IN)
+ PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
// set screen mode for animations back to fading
global.anim_status = GAME_MODE_PSEUDO_FADING;
global.anim_status = GAME_MODE_PSEUDO_FADING;
// store backbuffer with all animations that will be stopped for fading out
- PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
+ if (fade_type_skip != FADE_MODE_SKIP_FADE_OUT)
+ PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
}
static void SetScreenStates_AfterFadingOut()