return InitEngineRandom(seed);
}
-void InitElementProperties_MM()
+void InitElementProperties_MM(void)
{
int i,j;
Elementeigenschaften[i] |= EP_BIT_WALL;
}
-void mm_open_all()
+void mm_open_all(void)
{
InitElementProperties_MM();
}
-void mm_close_all()
+void mm_close_all(void)
{
}
-
-
-/* ------------------------------------------------------------------------- */
-/* Mirror Magic game engine snapshot handling functions */
-/* ------------------------------------------------------------------------- */
-
-void SaveEngineSnapshotValues_MM(ListNode **buffers)
-{
- engine_snapshot_mm.game_mm = game_mm;
-}
-
-void LoadEngineSnapshotValues_MM()
-{
- /* stored engine snapshot buffers already restored at this point */
-
- game_mm = engine_snapshot_mm.game_mm;
-
- RedrawPlayfield_MM(TRUE);
-}