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fixed saving game engine snapshots (save after game actions are finished)
[rocksndiamonds.git]
/
src
/
tools.c
diff --git
a/src/tools.c
b/src/tools.c
index 08251c7827aab663227fff1aa2fc0a51e6a4abdf..e534cc29c3e79c465cd50d0ee79420ed0bd5bc17 100644
(file)
--- a/
src/tools.c
+++ b/
src/tools.c
@@
-4460,7
+4460,8
@@
unsigned int MoveDoor(unsigned int door_state)
int sync_frame = kk_door * door_delay_value;
int frame = getGraphicAnimationFrame(dpc->graphic, sync_frame);
int sync_frame = kk_door * door_delay_value;
int frame = getGraphicAnimationFrame(dpc->graphic, sync_frame);
- getGraphicSource(dpc->graphic, frame, &bitmap, &g_src_x, &g_src_y);
+ getFixedGraphicSource(dpc->graphic, frame, &bitmap,
+ &g_src_x, &g_src_y);
}
// draw door panel
}
// draw door panel
@@
-8032,42
+8033,38
@@
void CheckSaveEngineSnapshot_EM(byte action[MAX_PLAYERS], int frame,
boolean any_player_snapping,
boolean any_player_dropping)
{
boolean any_player_snapping,
boolean any_player_dropping)
{
- static boolean player_was_waiting = TRUE;
-
if (frame == 0 && !any_player_dropping)
{
if (frame == 0 && !any_player_dropping)
{
- if (!
player_
was_waiting)
+ if (!
local_player->
was_waiting)
{
{
- if (!SaveEngineSnapshotToList())
+ if (!
Check
SaveEngineSnapshotToList())
return;
return;
-
player_
was_waiting = TRUE;
+
local_player->
was_waiting = TRUE;
}
}
else if (any_player_moving || any_player_snapping || any_player_dropping)
{
}
}
else if (any_player_moving || any_player_snapping || any_player_dropping)
{
-
player_
was_waiting = FALSE;
+
local_player->
was_waiting = FALSE;
}
}
void CheckSaveEngineSnapshot_SP(boolean murphy_is_waiting,
boolean murphy_is_dropping)
{
}
}
void CheckSaveEngineSnapshot_SP(boolean murphy_is_waiting,
boolean murphy_is_dropping)
{
- static boolean player_was_waiting = TRUE;
-
if (murphy_is_waiting)
{
if (murphy_is_waiting)
{
- if (!
player_
was_waiting)
+ if (!
local_player->
was_waiting)
{
{
- if (!SaveEngineSnapshotToList())
+ if (!
Check
SaveEngineSnapshotToList())
return;
return;
-
player_
was_waiting = TRUE;
+
local_player->
was_waiting = TRUE;
}
}
else
{
}
}
else
{
-
player_
was_waiting = FALSE;
+
local_player->
was_waiting = FALSE;
}
}
}
}