if (game.use_native_sp_graphics_engine)
GfxFrame[lx][ly]--;
+ /* get last random animation delay */
bl = HighByte(PlayField16[si]);
if ((bl & 0x80) == 0x80)
bl = (bl | 0xFF00);
bl = bl + 1;
- if (bl <= 0)
+ if (bl <= 0) /* return if random animation delay not yet reached */
{
MovHighByte(&PlayField16[si], bl);
#endif
}
+ /* calculate new random animation delay */
bl = -(subGetRandomNumber() & TerminalMaxCycles); // generate new random number
MovHighByte(&PlayField16[si], bl); // save new sequence#
+
+ /* check terminal state (active or inactive) */
bl = TerminalState[si] + 1;
if (bl == 8)
{