+2015-02-11
+ * fixed bug not updating game panel values in visible warp forward mode
+
2015-02-10
* changed position of CE/GE use/save template gadgets to be visually
separated from other CE/GE gadgets (to prevent accidental use)
void UpdateAndDisplayGameControlValues()
{
- if (tape.warp_forward)
+ if (tape.deactivate_display)
return;
UpdateGameControlValues();
extern void BackToFront_EM(void);
extern void BlitScreenToBitmap_EM(Bitmap *);
extern void RedrawPlayfield_EM(boolean);
-extern void DrawGameDoorValues_EM();
extern void LoadEngineSnapshotValues_EM();
extern void SaveEngineSnapshotValues_EM();
void game_initscreen(void);
void game_animscreen(void);
-void DrawGameDoorValues_EM();
-
void play_sound(int, int, int);
void sound_play(void);
{
RedrawPlayfield_EM(FALSE);
}
-
-void DrawGameDoorValues_EM()
-{
-}
game_animscreen();
}
+void UpdateGameDoorValues_EM()
+{
+}
+
void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
{
int i;
synchro_3();
sound_play();
- if (!warp_mode) /* do not redraw values in warp mode */
- DrawGameDoorValues_EM();
+ UpdateGameDoorValues_EM();
}
for (i = 0; i < MAX_PLAYERS; i++)
extern void BackToFront_SP(void);
extern void BlitScreenToBitmap_SP(Bitmap *);
extern void RedrawPlayfield_SP(boolean);
-extern void DrawGameDoorValues_SP();
extern void LoadEngineSnapshotValues_SP();
extern void SaveEngineSnapshotValues_SP();
BackToFront_SP();
}
-void DrawGameDoorValues_SP()
+void UpdateGameDoorValues_SP()
{
game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
game_sp.infotrons_still_needed = InfotronsNeeded;
RedrawPlayfield_SP(FALSE);
- if (!warp_mode) /* do not redraw values in warp mode */
- DrawGameDoorValues_SP();
+ UpdateGameDoorValues_SP();
CheckSingleStepMode_SP(PlayField16[MurphyPosIndex] == fiMurphy,
HighByte(PlayField16[MurphyPosIndex]) == 0x2A);