{
PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
{
PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
- if (DelayReached(&sound_delay, sound_delay_value))
- sound_delay_value = 30;
+ if (DelayReached(&sound_delay))
+ sound_delay.value = 30;
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
if ((player->block_last_field || player->block_delay_adjustment > 0) &&
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
if ((player->block_last_field || player->block_delay_adjustment > 0) &&
if (mode == SCROLL_INIT)
{
// set scrolling step size according to actual player's moving speed
ScrollStepSize = TILEX / player->move_delay_value;
if (mode == SCROLL_INIT)
{
// set scrolling step size according to actual player's moving speed
ScrollStepSize = TILEX / player->move_delay_value;
ScreenMovDir = player->MovDir;
ScreenMovPos = player->MovPos;
ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
return;
}
ScreenMovDir = player->MovDir;
ScreenMovPos = player->MovPos;
ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
return;
}