- {CAVE_OFFSET(amoeba_growth_prob), 31250},
- {CAVE_OFFSET(amoeba_fast_growth_prob), 250000},
- {CAVE_OFFSET(amoeba_timer_started_immediately), FALSE},
- {CAVE_OFFSET(amoeba_timer_wait_for_hatching), TRUE},
- {CAVE_OFFSET(lineshift), TRUE},
- {CAVE_OFFSET(wraparound_objects), TRUE},
- {CAVE_OFFSET(voodoo_collects_diamonds), TRUE},
- {CAVE_OFFSET(voodoo_dies_by_stone), TRUE},
- {CAVE_OFFSET(voodoo_disappear_in_explosion), FALSE},
- {CAVE_OFFSET(voodoo_any_hurt_kills_player), FALSE},
- {CAVE_OFFSET(creatures_direction_auto_change_on_start), FALSE},
- {CAVE_OFFSET(level_hatching_delay_time[0]), 2},
- {CAVE_OFFSET(intermission_instantlife), FALSE},
- {CAVE_OFFSET(intermission_rewardlife), TRUE},
- {CAVE_OFFSET(magic_timer_wait_for_hatching), TRUE},
- {CAVE_OFFSET(pushing_stone_prob), 250000},
- {CAVE_OFFSET(pushing_stone_prob_sweet), 1000000},
- {CAVE_OFFSET(active_is_first_found), TRUE},
- {CAVE_OFFSET(short_explosions), FALSE},
- {CAVE_OFFSET(slime_predictable), TRUE},
- {CAVE_OFFSET(snap_element), O_SPACE},
- {CAVE_OFFSET(max_time), 999},
-
- {CAVE_OFFSET(pal_timing), TRUE},
- {CAVE_OFFSET(scheduling), GD_SCHEDULING_CRDR},
- {CAVE_OFFSET(amoeba_enclosed_effect), O_PRE_DIA_1}, // not immediately to diamond, but with animation
- {CAVE_OFFSET(water_does_not_flow_down), TRUE},
- {CAVE_OFFSET(skeletons_worth_diamonds), 1}, // in crdr, skeletons can also be used to open the gate
- {CAVE_OFFSET(gravity_affects_all), FALSE}, // the intermission "survive" needs this flag
-
- {-1},
+ { CAVE_OFFSET(amoeba_growth_prob), 31250 },
+ { CAVE_OFFSET(amoeba_fast_growth_prob), 250000 },
+ { CAVE_OFFSET(amoeba_timer_started_immediately), FALSE },
+ { CAVE_OFFSET(amoeba_timer_wait_for_hatching), TRUE },
+ { CAVE_OFFSET(lineshift), TRUE },
+ { CAVE_OFFSET(wraparound_objects), TRUE },
+ { CAVE_OFFSET(voodoo_collects_diamonds), TRUE },
+ { CAVE_OFFSET(voodoo_dies_by_stone), TRUE },
+ { CAVE_OFFSET(voodoo_disappear_in_explosion), FALSE },
+ { CAVE_OFFSET(voodoo_any_hurt_kills_player), FALSE },
+ { CAVE_OFFSET(creatures_direction_auto_change_on_start), FALSE },
+ { CAVE_OFFSET(level_hatching_delay_time[0]), 2 },
+ { CAVE_OFFSET(intermission_instantlife), FALSE },
+ { CAVE_OFFSET(intermission_rewardlife), TRUE },
+ { CAVE_OFFSET(magic_timer_zero_is_infinite), FALSE },
+ { CAVE_OFFSET(magic_timer_wait_for_hatching), TRUE },
+ { CAVE_OFFSET(pushing_stone_prob), 250000 },
+ { CAVE_OFFSET(pushing_stone_prob_sweet), 1000000 },
+ { CAVE_OFFSET(active_is_first_found), TRUE },
+ { CAVE_OFFSET(short_explosions), FALSE },
+ { CAVE_OFFSET(slime_predictable), TRUE },
+ { CAVE_OFFSET(snap_element), O_SPACE },
+ { CAVE_OFFSET(max_time), 999 },
+
+ { CAVE_OFFSET(pal_timing), TRUE },
+ { CAVE_OFFSET(scheduling), GD_SCHEDULING_CRDR },
+ // not immediately to diamond, but with animation
+ { CAVE_OFFSET(amoeba_enclosed_effect), O_PRE_DIA_1 },
+ { CAVE_OFFSET(water_does_not_flow_down), TRUE },
+ // in crdr, skeletons can also be used to open the gate
+ { CAVE_OFFSET(skeletons_worth_diamonds), 1 },
+ // the intermission "survive" needs this flag
+ { CAVE_OFFSET(gravity_affects_all), FALSE },
+
+ { -1 },