int ball_choice_pos; // current content element choice position
boolean laser_red, laser_green, laser_blue;
+ boolean lightball_rnd;
+
boolean level_solved;
boolean game_over;
int game_over_cause;
game_mm.laser_green = FALSE;
game_mm.laser_blue = TRUE;
+ game_mm.lightball_rnd = TRUE;
+
game_mm.level_solved = FALSE;
game_mm.game_over = FALSE;
game_mm.game_over_cause = 0;
InitLaser();
+ game_mm.lightball_rnd = FALSE;
+
for (i = 0; i <= num_init_game_frames; i++)
{
if (i == num_init_game_frames)
#endif
}
+ game_mm.lightball_rnd = TRUE;
+
ScanLaser();
if (game_mm.kettles_still_needed == 0)
int element = Tile[x][y];
DrawElement_MM(x, y, element);
+
+ // old game versions randomly changed colors of bonus light balls
+ if (game.engine_version < VERSION_IDENT(4,3,3,0) &&
+ element == EL_LIGHTBALL && game_mm.lightball_rnd)
+ RND(3);
}
void DrawLevel_MM(void)