changed starting music for MM game engine after charging laser
authorHolger Schemel <info@artsoft.org>
Tue, 17 Apr 2018 18:37:33 +0000 (20:37 +0200)
committerHolger Schemel <info@artsoft.org>
Tue, 17 Apr 2018 18:37:33 +0000 (20:37 +0200)
Before, music was started immediately after opening the game panel
door, and therefore before starting the initial "rotating mirrors
and charging laser" sequence when playing levels using the Mirror
Magic game engine.

Now, music starts after that initialization sequence is finished
(just like it was done in Mirror Magic 2.0.2).

src/game.c

index 2f57bf51cc7f32a6aee74dc3e04f5c3c5dd10fb3..6d07ec5489b05a0a8cec073449b8bd2af0e6eed3 100644 (file)
@@ -4186,11 +4186,6 @@ void InitGame()
 
     OpenDoor(DOOR_OPEN_ALL);
 
 
     OpenDoor(DOOR_OPEN_ALL);
 
-    PlaySound(SND_GAME_STARTING);
-
-    if (setup.sound_music)
-      PlayLevelMusic();
-
     KeyboardAutoRepeatOffUnlessAutoplay();
 
 #if DEBUG_INIT_PLAYER
     KeyboardAutoRepeatOffUnlessAutoplay();
 
 #if DEBUG_INIT_PLAYER
@@ -4236,6 +4231,14 @@ void InitGame()
     InitGameActions_MM();
 
   SaveEngineSnapshotToListInitial();
     InitGameActions_MM();
 
   SaveEngineSnapshotToListInitial();
+
+  if (!game.restart_level)
+  {
+    PlaySound(SND_GAME_STARTING);
+
+    if (setup.sound_music)
+      PlayLevelMusic();
+  }
 }
 
 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
 }
 
 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,