{
if (redraw_mask & REDRAW_DOOR_1)
BlitBitmap(backbuffer, window, DX, DY, DXSIZE, DYSIZE, DX, DY);
+
if (redraw_mask & REDRAW_DOOR_2)
{
#if 0
else if (player_is_moving && IS_ACCESSIBLE_UNDER(last_element))
DrawLevelFieldThruMask(last_jx, last_jy);
- /* ... and the field the player is entering */
- if (IS_ACCESSIBLE_INSIDE(element))
- DrawLevelField(jx, jy);
- else if (IS_ACCESSIBLE_UNDER(element))
- DrawLevelFieldThruMask(jx, jy);
+#if 1
+ if (!player->is_pushing)
+#endif
+ {
+ /* ... and the field the player is entering */
+ if (IS_ACCESSIBLE_INSIDE(element))
+ DrawLevelField(jx, jy);
+ else if (IS_ACCESSIBLE_UNDER(element))
+ DrawLevelFieldThruMask(jx, jy);
+ }
if (setup.direct_draw)
{
if (!(req_state & REQ_STAY_CLOSED) && (old_door_state & DOOR_OPEN_1))
{
BlitBitmap(bitmap_db_door, bitmap_db_door,
- DOOR_GFX_PAGEX2,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
- DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
+ DOOR_GFX_PAGEX2, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
+ DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
OpenDoor(DOOR_OPEN_1);
}
}
return el_act_dir2img(element, ACTION_DEFAULT, direction);
}
+int el2baseimg(int element)
+{
+ return element_info[element].graphic[ACTION_DEFAULT];
+}
+
int el2img(int element)
{
element = GFX_ELEMENT(element);