player_x,
player_y);
+ play_game_func(game_bd.game, action[0]);
+
if (setup.bd_skip_hatching && !game_bd.game->cave->hatched &&
game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
{
// fast-forward game engine until player hatched
while (!game_bd.game->cave->hatched)
{
- play_game_func(game_bd.game, 0);
-
// also record or replay tape action during fast-forward
action = TapeCorrectAction_BD(action);
+
+ play_game_func(game_bd.game, 0);
}
}
- play_game_func(game_bd.game, action[0]);
-
// scroll without iterating engine if player out of sight (mainly due to wrap-around)
// (this is needed to prevent broken tapes in case of viewport or tile size changes)
while (game_bd.game->out_of_window)