+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ // allow engine snapshot if movement attempt was stopped
+ if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
+ (player->action & KEY_MOTION) == 0)
+ game.snapshot.changed_action = TRUE;
+
+ // allow engine snapshot in case of snapping/dropping attempt
+ if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
+ (player->action & KEY_BUTTON) != 0)
+ game.snapshot.changed_action = TRUE;
+
+ game.snapshot.last_action[i] = player->action;
+ }
+