- boolean present; /* player present in level playfield */
- boolean connected_locally; /* player connected (locally) */
- boolean connected_network; /* player connected (network) */
- boolean connected; /* player connected (locally or via network) */
- boolean active; /* player present and connected */
- boolean mapped; /* player already mapped to input device */
-
- boolean killed; /* player maybe present/active, but killed */
- boolean reanimated; /* player maybe killed, but reanimated */
-
- int index_nr; /* player number (0 to 3) */
- int index_bit; /* player number bit (1 << 0 to 1 << 3) */
- int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
- int client_nr; /* network client identifier */
-
- byte action; /* action from local input device */
- byte mapped_action; /* action mapped from device to player */
+ boolean present; // player present in level playfield
+ boolean connected_locally; // player connected (locally)
+ boolean connected_network; // player connected (network)
+ boolean connected; // player connected (locally or via network)
+ boolean active; // player present and connected
+ boolean mapped; // player already mapped to input device
+
+ boolean killed; // player maybe present/active, but killed
+ boolean reanimated; // player maybe killed, but reanimated
+ boolean buried; // player finally killed and removed
+
+ int index_nr; // player number (0 to 3)
+ int index_bit; // player number bit (1 << 0 to 1 << 3)
+ int element_nr; // element (EL_PLAYER_1 to EL_PLAYER_4)
+ int client_nr; // network client identifier
+
+ byte action; // action from local input device
+ byte mapped_action; // action mapped from device to player