#endif
DrawLevel_MM();
+}
+
+void InitGameEngine_MM_AfterFadingIn()
+{
InitCycleElements();
InitLaser();
Store[x][y] = EL_EMPTY;
}
+ Feld[x][y] = Store[x][y];
Store[x][y] = Store2[x][y] = 0;
MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
InitField(x, y, FALSE);
}
}
-void GameActions_MM(byte action[MAX_PLAYERS], boolean warp_mode)
+static void GameActions_MM_Ext(byte action[MAX_PLAYERS], boolean warp_mode)
{
static unsigned int action_delay = 0;
static unsigned int pacman_delay = 0;
return;
}
+void GameActions_MM(byte action[MAX_PLAYERS], boolean warp_mode)
+{
+ if (!button_status)
+ ClickElement(0, 0, MB_NOT_PRESSED);
+
+ GameActions_MM_Ext(action, warp_mode);
+}
+
void MovePacMen()
{
static int p = -1;