std::vector<ParticleSystem*>::iterator p;
for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
{
std::vector<ParticleSystem*>::iterator p;
for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
{
for (int x = 0; x < 21; ++x)
{
drawshape(32*x - fmodf(scroll_x, 32), y * 32,
for (int x = 0; x < 21; ++x)
{
drawshape(32*x - fmodf(scroll_x, 32), y * 32,
string_list_type level_subsets;
st_subset subset;
level_subsets = dsubdirs("/levels", "info");
string_list_type level_subsets;
st_subset subset;
level_subsets = dsubdirs("/levels", "info");
texture_load(&img_choose_subset,datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
/* --- Main title loop: --- */
texture_load(&img_choose_subset,datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
/* --- Main title loop: --- */
update_time = st_get_ticks();
timer_start(&random_timer, rand() % 2000 + 2000);
update_time = st_get_ticks();
timer_start(&random_timer, rand() % 2000 + 2000);
/* Calculate the movement-factor */
frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
/* Calculate the movement-factor */
frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
if (current_menu == main_menu)
texture_draw(&logo, 160, 30);
if (current_menu == main_menu)
texture_draw(&logo, 160, 30);