This change still converts all scanned BD elements to their unscanned
counterparts when playing a game using the BD engine, but now supports
handling of scanned elements in the level editior.
// initialize some cave variables (like player position)
gd_cave_setup_for_game(prepared_cave);
- // temporary workaround: set all elements in a cave to their non-scanned counterparts
- unscan_cave(prepared_cave);
-
return prepared_cave;
}
game->cave = gd_get_prepared_cave(game->original_cave, game->level_num);
+ // temporary workaround: set all elements in a cave to their non-scanned counterparts
+ unscan_cave(game->cave);
+
// if requested, recolor cave (cave is a copy only, so no worries)
if (setup.bd_random_colors)
gd_cave_set_random_colors(game->cave, setup.bd_default_color_type);