if (rf)
DrawLaser(rf - 1, DL_LASER_ENABLED);
- Ct = CT = Counter();
+ Ct = CT = FrameCounter;
#if 0
if (!IN_LEV_FIELD(ELX, ELY))
if (color_status == STATIC_COLORS)
return;
- CC = Counter();
+ CC = FrameCounter;
- if (CC < Cc || CC > Cc + 50)
+ if (CC < Cc || CC > Cc + 2)
{
Cc = CC;
laser.redraw = FALSE;
#endif
- CT = Counter();
+ CT = FrameCounter;
if (game_mm.num_pacman && FrameReached(&pacman_delay, PACMAN_MOVE_DELAY))
{
CT -= Ct;
- if (element == EL_BOMB && CT > 1500)
+ if (element == EL_BOMB && CT > 75)
{
if (game_mm.cheat_no_explosion)
return;
return;
}
- if (element == EL_FUSE_ON && CT > 500)
+ if (element == EL_FUSE_ON && CT > 25)
{
laser.fuse_off = TRUE;
laser.fuse_x = ELX;
DrawGraphic_MM(ELX, ELY, IMG_MM_FUSE);
}
- if (element == EL_BALL_GRAY && CT > 1500)
+ if (element == EL_BALL_GRAY && CT > 75)
{
static int new_elements[] =
{
return;
}
- if (IS_WALL_ICE(element) && CT > 1000)
+ if (IS_WALL_ICE(element) && CT > 50)
{
PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_SHRINKING);
return;
}
- if (IS_WALL_AMOEBA(element) && CT > 1200)
+ if (IS_WALL_AMOEBA(element) && CT > 60)
{
int k1, k2, k3, dx, dy, de, dm;
int element2 = Feld[ELX][ELY];
}
if ((element == EL_BLOCK_WOOD || element == EL_BLOCK_STONE) &&
- laser.stops_inside_element && CT > 1500)
+ laser.stops_inside_element && CT > 75)
{
int x, y;
int k;
return;
}
- if (element == EL_FUEL_FULL && CT > 200)
+ if (element == EL_FUEL_FULL && CT > 10)
{
for (i = game_mm.energy_left; i <= MAX_LASER_ENERGY; i+=2)
{
getGraphicSource(graphic, 0, &bitmap, &src_x, &src_y);
- CT = Counter();
+ CT = FrameCounter;
ox = SX + ox * TILEX;
oy = SY + oy * TILEY;
BlitBitmap(bitmap, window,
src_x, src_y, TILEX, TILEY,
ox + i * mx, oy + i * my);
- Ct = Ct + Counter() - CT;
+ Ct = Ct + FrameCounter - CT;
}
DrawField_MM(nx, ny);