gfx.anim_random_frame = -1; // (use simple, ad-hoc random numbers)
- game_sp.LevelSolved = FALSE;
- game_sp.GameOver = FALSE;
+ game_sp.level_solved = FALSE;
+ game_sp.game_over = FALSE;
game_sp.time_played = 0;
game_sp.infotrons_still_needed = native_sp_level.header.InfotronsNeeded;
UpdatePlayfield(force_redraw);
}
-void UpdateGameDoorValues_SP(void)
+static void UpdateGameDoorValues_SP(void)
{
game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
game_sp.infotrons_still_needed = InfotronsNeeded;
int getRedDiskReleaseFlag_SP(void)
{
- /* 0: when Murphy is moving (including the destination tile!) */
- /* 1: when Murphy is not moving for at least one game frame */
+ // 0: when Murphy is moving (including the destination tile!)
+ // 1: when Murphy is not moving for at least one game frame
return RedDiskReleaseFlag;
}