moved initial cycling of mirrors from 'after fading in' to 'after opening door' ...
[rocksndiamonds.git] / src / game_mm / mm_game.c
index 97dc986b20ea1fba1c617dbffb010cb660319b5c..8729d1652d9a4fac65a4e00b27652a7bc5090062 100644 (file)
@@ -307,6 +307,8 @@ void InitGameEngine_MM()
   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;
@@ -348,7 +350,7 @@ void InitGameEngine_MM()
   DrawLevel_MM();
 }
 
-void InitGameEngine_MM_AfterFadingIn()
+void InitGameActions_MM()
 {
   InitCycleElements();
   InitLaser();
@@ -2922,6 +2924,8 @@ static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
       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;