FadeSetLeaveScreen();
-#if 1
+ /* (does not work well when changing to editor, which fades out itself) */
+#if 0
FadeOut(redraw_mask);
#endif
return;
}
+#if 1
+ FadeOut(redraw_mask);
+#endif
+
/* needed if last screen was the editor screen */
UndrawSpecialEditorDoor();
MapTapeButtons();
MapScreenMenuGadgets(SCREEN_MASK_MAIN);
+#if 1
DrawMaskedBorder(REDRAW_ALL);
+#endif
#if 1
if (redraw_mask == REDRAW_ALL)
AutoPlayTape(); /* continue automatically playing next tape */
}
-#if 0
-void ChangeGameStatus(int new_game_status)
-{
- /* for fading out last screen, use the last game status */
- global.border_status = game_status;
- global.fading_status = game_status;
-
- /* ... */
-
- /* for fading in next screen, use the new game status */
- global.border_status = new_game_status;
- global.fading_status = new_game_status;
-}
-#endif
-
/* ---------- new screen button stuff -------------------------------------- */