{
SetGameStatus(GAME_MODE_SCORES);
- DrawHallOfFame(last_level_nr, scores.last_added);
+ DrawHallOfFame(last_level_nr);
}
else if (setup.auto_play_next_level && setup.increment_levels &&
last_level_nr < leveldir_current->last_level &&
SetGameStatus(GAME_MODE_SCORES);
- DrawHallOfFame(level_nr, -1);
+ DrawHallOfFame(level_nr);
}
else if (pos == MAIN_CONTROL_EDITOR)
{
HandleChooseTree(mx, my, dx, dy, button, &level_number_current);
}
-void DrawHallOfFame(int level_nr, int highlight_position)
+void DrawHallOfFame(int level_nr)
{
int fade_mask = REDRAW_FIELD;
SetDrawDeactivationMask(REDRAW_NONE);
SetDrawBackgroundMask(REDRAW_FIELD);
- if (highlight_position < 0)
+ if (scores.last_added < 0)
LoadScore(level_nr);
else
SetAnimStatus(GAME_MODE_PSEUDO_SCORESNEW);
LoadServerScore(level_nr);
- // correct highlight position after adding server scores
- if (highlight_position >= 0)
- highlight_position = scores.last_added;
-
FadeSetEnterScreen();
FadeOut(fade_mask);
OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
- HandleHallOfFame(level_nr, highlight_position, 0, 0, MB_MENU_INITIALIZE);
+ HandleHallOfFame(level_nr, scores.last_added, 0, 0, MB_MENU_INITIALIZE);
DrawMaskedBorder(fade_mask);
void DrawMainMenuExt(int);
void DrawAndFadeInMainMenu(int);
void DrawMainMenu(void);
-void DrawHallOfFame(int, int);
+void DrawHallOfFame(int);
void DrawScreenAfterAddingSet(char *, int);
void RedrawSetupScreenAfterFullscreenToggle(void);