+ boolean LevelSolved_GameWon;
+ boolean LevelSolved_GameEnd;
+ boolean LevelSolved_SaveTape;
+ boolean LevelSolved_SaveScore;
+
+ int LevelSolved_CountingTime;
+ int LevelSolved_CountingScore;
+ int LevelSolved_CountingHealth;
+};
+
+struct PlayerInfo
+{
+ 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