This removes a workaround that added compatibility code for replaying
old tapes which used the game engine's random number generator for
drawing game elements, which generally should not happen.
This affects the tapes for levels 033 and 048 of "classic_mindbender",
which have been re-recorded with the above change.
This change reverts commit
8b514628.
int ball_choice_pos; // current content element choice position
boolean laser_red, laser_green, laser_blue;
- boolean lightball_rnd;
-
boolean level_solved;
boolean game_over;
int game_over_cause;
game_mm.laser_green = FALSE;
game_mm.laser_blue = TRUE;
- game_mm.lightball_rnd = TRUE;
-
game_mm.level_solved = FALSE;
game_mm.game_over = FALSE;
game_mm.game_over_cause = 0;
InitLaser();
- game_mm.lightball_rnd = FALSE;
-
for (i = 0; i <= num_init_game_frames; i++)
{
if (i == num_init_game_frames)
#endif
}
- game_mm.lightball_rnd = TRUE;
-
ScanLaser();
if (game_mm.kettles_still_needed == 0)
int element = Tile[x][y];
DrawElement_MM(x, y, element);
-
- // old game versions randomly changed colors of bonus light balls
- if (game.engine_version < VERSION_IDENT(4,3,3,0) &&
- element == EL_LIGHTBALL && game_mm.lightball_rnd)
- RND(3);
}
void DrawLevel_MM(void)