// normally nothing happes. but if we iterate, this might change.
return_state = GD_GAME_NOTHING;
- // if allowing cave movements, add elapsed time to timer. and then we can check what to do.
+ // if allowing cave movements, ...
if (allow_iterate)
+ {
+ // ... add elapsed time to timer. and then we can check what to do
game->milliseconds_game += millisecs_elapsed;
- // increment cycle (frame) counter for the current cave iteration
- game->itercycle++;
+ // ... increment cycle (frame) counter for the current cave iteration
+ game->itercycle++;
+ }
if (game->milliseconds_game >= cavespeed)
{