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added graphical panel values for time and health (mainly for MM engine)
[rocksndiamonds.git]
/
src
/
game_mm
/
mm_game.c
diff --git
a/src/game_mm/mm_game.c
b/src/game_mm/mm_game.c
index 97dc986b20ea1fba1c617dbffb010cb660319b5c..0502660ba22cbe7fac7ca49702639d92312f819a 100644
(file)
--- a/
src/game_mm/mm_game.c
+++ b/
src/game_mm/mm_game.c
@@
-307,6
+307,8
@@
void InitGameEngine_MM()
game_mm.game_over = FALSE;
game_mm.game_over_cause = 0;
game_mm.game_over = FALSE;
game_mm.game_over_cause = 0;
+ game_mm.laser_overload_value = 0;
+
/* set global laser control values (must be set before "InitLaser()") */
laser.start_edge.x = 0;
laser.start_edge.y = 0;
/* set global laser control values (must be set before "InitLaser()") */
laser.start_edge.x = 0;
laser.start_edge.y = 0;
@@
-2922,6
+2924,8
@@
static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
laser.overload_value = 0;
}
laser.overload_value = 0;
}
+ game_mm.laser_overload_value = laser.overload_value;
+
if (laser.overload_value < MAX_LASER_OVERLOAD - 8)
{
int color_up = 0xFF * laser.overload_value / MAX_LASER_OVERLOAD;
if (laser.overload_value < MAX_LASER_OVERLOAD - 8)
{
int color_up = 0xFF * laser.overload_value / MAX_LASER_OVERLOAD;