Remove drawball for real this time and fix an accidental regression.
[neverball] / ball / game.c
index be79fa0..ed2ff7b 100644 (file)
@@ -65,7 +65,6 @@ static float jump_dt;                   /* Jump duration                     */
 static float jump_p[3];                 /* Jump destination                  */
 static float fade_k = 0.0;              /* Fade in/out level                 */
 static float fade_d = 0.0;              /* Fade in/out direction             */
-static int   drawball = 1;              /* Should the ball be drawn?         */
 static int   ball_b = 0;                /* Is the ball a bonus ball?         */
 
 static int   grow = 0;                  /* Should the ball be changing size? */
@@ -201,8 +200,6 @@ int game_init(const struct level *level, int t, int g)
     game_rx = 0.f;
     game_rz = 0.f;
 
-    drawball = 1;
-
     /* Initialize jump and goal states. */
 
     jump_e = 1;
@@ -530,7 +527,7 @@ static void game_draw_fore(int pose, float rx, float ry, int d, const float p[3]
 
             sol_draw(&file);
 
-            if (config_get_d(CONFIG_SHADOW) && drawball)
+            if (config_get_d(CONFIG_SHADOW))
             {
                 shad_draw_set(ball_p, ball_r);
                 sol_shad(&file);
@@ -546,8 +543,7 @@ static void game_draw_fore(int pose, float rx, float ry, int d, const float p[3]
             {
                 part_draw_coin(-rx * d, -ry);
                 game_draw_items(&file);
-                if (drawball)
-                    game_draw_balls(&file);
+                game_draw_balls(&file);
             }
             game_draw_goals(&file, -rx * d, -ry);
             game_draw_jumps(&file);
@@ -830,15 +826,6 @@ static int game_update_state(int *state_value)
 
     if (bt && clock_down && clock <= 0.f)
     {
-        const GLfloat *p = fp->uv->p;
-        const GLfloat c[5] = {1.0f, 1.0f, 0.0f, 0.0f, 1.0f};
-        part_burst(p, c);
-        part_burst(p, c+1);
-        part_burst(p, c+2);
-        part_burst(p, c);
-        part_burst(p, c+1);
-        part_burst(p, c+2);
-        drawball = 0;
         audio_play(AUD_TIME, 1.0f);
         return GAME_TIME;
     }
@@ -902,9 +889,7 @@ int game_step(const float g[3], float dt, int *state_value)
         game_update_grav(h, g);
         part_step(h, t);
 
-        if (!drawball)
-                /* nothing */;
-        else if (jump_b)
+        if (jump_b)
         {
             jump_dt += t;