- 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;
- }
-