struct PLAYER ply2;
struct LEVEL lev;
-struct LevelInfo_EM native_em_level;
-
unsigned short **Boom;
unsigned short **Cave;
unsigned short **Next;
void GameActions_EM(byte action)
{
static unsigned long game_frame_delay = 0;
+#if 1
+ unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
+#else
unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
+#endif
#if 0
/* this is done in screens.c/HandleGameActions() by calling BackToFront() */
synchro_3();
sound_play();
- DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score,
- (lev.time + 4) / 5);
+ if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
+ DrawGameDoorValues_EM();
}
}
if (action & JOY_BUTTON_1)
fire = 1;
+#if 1
ply1.joy_fire = fire;
if (ply1.joy_stick || (north | east | south | west))
{
ply1.joy_s = south;
ply1.joy_w = west;
}
+#else
+ ply2.joy_fire = fire;
+ if (ply2.joy_stick || (north | east | south | west))
+ {
+ ply2.joy_n = north;
+ ply2.joy_e = east;
+ ply2.joy_s = south;
+ ply2.joy_w = west;
+ }
+#endif
}