static int editor_hl_boulderdash[] =
{
EL_INTERNAL_CASCADE_BD_ACTIVE,
static int editor_hl_boulderdash[] =
{
EL_INTERNAL_CASCADE_BD_ACTIVE,
static int *editor_elements = NULL; /* dynamically allocated */
static int num_editor_elements = 0; /* dynamically determined */
static int *editor_elements = NULL; /* dynamically allocated */
static int num_editor_elements = 0; /* dynamically determined */
+static boolean setup_editor_show_always = TRUE;
+static boolean setup_editor_cascade_never = FALSE;
+
+static int editor_hl_unused[] = { EL_EMPTY };
+static int *editor_hl_unused_ptr = editor_hl_unused;
+static int num_editor_hl_unused = 0;
+
+ {
+ &setup_editor_show_always,
+ &setup_editor_cascade_never,
+ &editor_hl_unused_ptr, &num_editor_hl_unused,
+ &editor_el_players_ptr, &num_editor_el_players
+ },
{
&setup.editor.el_boulderdash,
&setup.editor_cascade.el_bd,
{
&setup.editor.el_boulderdash,
&setup.editor_cascade.el_bd,
#if 1
{ EL_TIMEGATE_SWITCH, &level.time_timegate, TEXT_DURATION },
#if 1
{ EL_TIMEGATE_SWITCH, &level.time_timegate, TEXT_DURATION },
{ EL_LIGHT_SWITCH_ACTIVE, &level.time_light, TEXT_DURATION },
{ EL_SHIELD_NORMAL, &level.shield_normal_time, TEXT_DURATION },
{ EL_SHIELD_DEADLY, &level.shield_deadly_time, TEXT_DURATION },
{ EL_LIGHT_SWITCH_ACTIVE, &level.time_light, TEXT_DURATION },
{ EL_SHIELD_NORMAL, &level.shield_normal_time, TEXT_DURATION },
{ EL_SHIELD_DEADLY, &level.shield_deadly_time, TEXT_DURATION },