DrawLaser(0, DL_LASER_ENABLED);
BackToFront();
- Delay(50);
+ Delay_WithScreenUpdates(50);
}
StopSound_MM(SND_MM_GAME_HEALTH_CHARGING);
DrawLaser(0, DL_LASER_ENABLED);
BackToFront();
- Delay(50);
+ Delay_WithScreenUpdates(50);
}
DrawLaser(0, DL_LASER_DISABLED);
DrawLaser(0, DL_LASER_ENABLED);
- Delay(50);
+ Delay_WithScreenUpdates(50);
}
Feld[ELX][ELY] = element;
DrawWallsAnimation_MM(ELX, ELY, Feld[ELX][ELY], phase, laser.wall_mask);
BackToFront();
- Delay(100);
+ Delay_WithScreenUpdates(100);
}
if (Feld[ELX][ELY] == EL_WALL_ICE)
DrawWallsAnimation_MM(dx, dy, de, i, dm);
BackToFront();
- Delay(20);
+ Delay_WithScreenUpdates(20);
}
DrawLaser(0, DL_LASER_ENABLED);
redraw_mask |= REDRAW_DOOR_1;
BackToFront();
- Delay(20);
+ Delay_WithScreenUpdates(20);
}
game_mm.energy_left = MAX_LASER_ENERGY;
}
BackToFront();
- Delay(10);
+ Delay_WithScreenUpdates(10);
}
if (setup.sound_loops)
*/
BackToFront();
- Delay(10);
+ Delay_WithScreenUpdates(10);
}
if (setup.sound_loops)