removed unneeded delayed screen update when overloading laser (MM engine)
authorHolger Schemel <info@artsoft.org>
Thu, 6 Apr 2017 10:53:58 +0000 (12:53 +0200)
committerHolger Schemel <info@artsoft.org>
Fri, 23 Mar 2018 22:21:12 +0000 (23:21 +0100)
src/game_mm/mm_game.c

index ffb0fc5bcc4399a9e7ea63ec6ddba86a9024bc62..192dbf585aada246cfb17f0dd7fe484f5ed69430 100644 (file)
@@ -2935,7 +2935,9 @@ static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
                        (native_mm_level.laser_blue  ? color_down : 0x00));
 
       DrawLaser(0, DL_LASER_ENABLED);
                        (native_mm_level.laser_blue  ? color_down : 0x00));
 
       DrawLaser(0, DL_LASER_ENABLED);
+#if 0
       BackToFront();
       BackToFront();
+#endif
     }
 
     if (!laser.overloaded)
     }
 
     if (!laser.overloaded)