if (!game.restart_level)
CloseDoor(DOOR_CLOSE_1);
+ if (level_editor_test_game)
+ fading = fading_none;
+ else
+ fading = menu.destination;
+
+#if 1
+ if (fading.anim_mode == ANIM_CROSSFADE)
+ FadeCrossSaveBackbuffer();
+ else
+ FadeOut(REDRAW_FIELD);
+#else
if (do_fading)
FadeOut(REDRAW_FIELD);
+#endif
/* !!! FIX THIS (START) !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
}
/* !!! FIX THIS (END) !!! */
+#if 1
+ if (fading.anim_mode == ANIM_CROSSFADE)
+ FadeCross(redraw_mask);
+ else
+ FadeIn(redraw_mask);
+#else
if (do_fading)
FadeIn(REDRAW_FIELD);
BackToFront();
+#endif
if (!game.restart_level)
{
{
game_status = GAME_MODE_MAIN;
+#if 1
+ DrawAndFadeInMainMenu(REDRAW_FIELD);
+#else
DrawMainMenu();
+#endif
return;
}
if (!local_player->LevelSolved_SaveScore)
{
+#if 1
+ if (fading.anim_mode == ANIM_CROSSFADE)
+ FadeCrossSaveBackbuffer();
+ else
+ FadeOut(REDRAW_FIELD);
+#else
FadeOut(REDRAW_FIELD);
+#endif
game_status = GAME_MODE_MAIN;
}
else
{
+#if 1
+ if (fading.anim_mode == ANIM_CROSSFADE)
+ FadeCrossSaveBackbuffer();
+ else
+ FadeOut(REDRAW_FIELD);
+#else
FadeOut(REDRAW_FIELD);
+#endif
game_status = GAME_MODE_MAIN;
{
if (quick_quit)
{
+#if 1
+ fading = fading_none;
+#else
+ OpenDoor(DOOR_CLOSE_1);
+#endif
+
game_status = GAME_MODE_MAIN;
+#if 1
+ DrawAndFadeInMainMenu(REDRAW_FIELD);
+#else
DrawMainMenu();
+#endif
}
else
{
+#if 0
+#if 1
+ if (fading.anim_mode == ANIM_CROSSFADE)
+ FadeCrossSaveBackbuffer();
+ else
+ FadeOut(REDRAW_FIELD);
+#else
FadeOut(REDRAW_FIELD);
+#endif
+#endif
game_status = GAME_MODE_MAIN;