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removed unneeded delayed screen update when overloading laser (MM engine)
author
Holger Schemel
<info@artsoft.org>
Thu, 6 Apr 2017 10:53:58 +0000
(12:53 +0200)
committer
Holger Schemel
<info@artsoft.org>
Fri, 23 Mar 2018 22:21:12 +0000
(23:21 +0100)
src/game_mm/mm_game.c
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diff --git
a/src/game_mm/mm_game.c
b/src/game_mm/mm_game.c
index ffb0fc5bcc4399a9e7ea63ec6ddba86a9024bc62..192dbf585aada246cfb17f0dd7fe484f5ed69430 100644
(file)
--- a/
src/game_mm/mm_game.c
+++ b/
src/game_mm/mm_game.c
@@
-2935,7
+2935,9
@@
static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
(native_mm_level.laser_blue ? color_down : 0x00));
DrawLaser(0, DL_LASER_ENABLED);
+#if 0
BackToFront();
+#endif
}
if (!laser.overloaded)