Nuke redundant in_startup_mode variable

This commit is contained in:
2014-04-15 00:13:18 -04:00
parent c4fc32e06e
commit 93c5921503
14 changed files with 55 additions and 62 deletions

View File

@@ -49,7 +49,7 @@ extern RECT bg[];
extern sf::RenderWindow mainPtr;
extern short town_type,which_combat_type;
extern eGameMode overall_mode;
extern bool play_sounds,boom_anim_active,in_startup_mode;
extern bool play_sounds,boom_anim_active;
extern sf::Texture fields_gworld,boom_gworld,missiles_gworld,invenbtn_gworld;
extern sf::Texture tiny_obj_gworld, items_gworld, talkfaces_gworld;
extern sf::RenderTexture terrain_screen_gworld;
@@ -416,7 +416,8 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num)
return;
// initialize general data
if (in_startup_mode) {
// TODO: This is probably yet another relic of the Exile III demo
if(overall_mode == MODE_STARTUP) {
current_terrain_ul.x = 306;
current_terrain_ul.y = 5;
} else current_terrain_ul.x = current_terrain_ul.y = 5;
@@ -588,7 +589,7 @@ void do_explosion_anim(short sound_num,short special_draw)
return;
// initialize general data
if (in_startup_mode) {
if(overall_mode == MODE_STARTUP) {
// TODO: I think this is a relic of the "demo" on the main screen of Exile III
current_terrain_ul.x = 306;
current_terrain_ul.y = 5;