game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
- DisplayGameControlValues();
+ /* (already called by UpdateAndDisplayGameControlValues() below) */
+ // DisplayGameControlValues();
#else
DrawGameValue_Time(TimeLeft);
#endif
{
game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
- DisplayGameControlValues();
+ /* (already called by UpdateAndDisplayGameControlValues() below) */
+ // DisplayGameControlValues();
}
#else
else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */