if (game_mm.game_over)
return;
+ if (game_mm.energy_left == 0 && !game.no_level_time_limit && game.time_limit)
+ {
+ FadeOutLaser();
+
+ GameOver_MM(GAME_OVER_NO_ENERGY);
+
+ return;
+ }
+
if (FrameReached(&energy_delay))
{
if (game_mm.energy_left > 0)
- {
game_mm.energy_left--;
- redraw_mask |= REDRAW_DOOR_1;
- }
- else if (game.time_limit && !game_mm.game_over)
- {
- FadeOutLaser();
-
- GameOver_MM(GAME_OVER_NO_ENERGY);
-
- return;
- }
+ // when out of energy, wait another frame to play "out of time" sound
}
element = laser.dest_element;