From bedda26c9679746341258d3c69cc36793051d4c2 Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Mon, 20 Feb 2017 19:17:59 +0100 Subject: [PATCH] fixed fading in game screen before playing for Mirror Magic game engine --- src/game.c | 3 +++ src/game_mm/export.h | 1 + src/game_mm/mm_game.c | 4 ++++ 3 files changed, 8 insertions(+) diff --git a/src/game.c b/src/game.c index b5eea7d8..95d5555a 100644 --- a/src/game.c +++ b/src/game.c @@ -3966,6 +3966,9 @@ void InitGame() FadeIn(fade_mask); + if (level.game_engine_type == GAME_ENGINE_TYPE_MM) + InitGameEngine_MM_AfterFadingIn(); + #if 1 // full screen redraw is required at this point in the following cases: // - special editor door undrawn when game was started from level editor diff --git a/src/game_mm/export.h b/src/game_mm/export.h index f799bfb7..eb6a6aa7 100644 --- a/src/game_mm/export.h +++ b/src/game_mm/export.h @@ -195,6 +195,7 @@ void InitElementProperties_MM(); extern void InitGfxBuffers_MM(); extern void InitGameEngine_MM(); +extern void InitGameEngine_MM_AfterFadingIn(); extern void GameActions_MM(byte *, boolean); extern void ClickElement(int, int, int); diff --git a/src/game_mm/mm_game.c b/src/game_mm/mm_game.c index c1e1452a..b88499a5 100644 --- a/src/game_mm/mm_game.c +++ b/src/game_mm/mm_game.c @@ -349,6 +349,10 @@ void InitGameEngine_MM() #endif DrawLevel_MM(); +} + +void InitGameEngine_MM_AfterFadingIn() +{ InitCycleElements(); InitLaser(); -- 2.34.1