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fixed bug where player actions were incorrectly mapped in single player mode (also...
[rocksndiamonds.git]
/
src
/
game_em
/
export.h
diff --git
a/src/game_em/export.h
b/src/game_em/export.h
index b9a7e4122af979aba3ce813ee9a316b5d10b726b..837a9baf5e336c46e77c3d87bafb8609bb452e13 100644
(file)
--- a/
src/game_em/export.h
+++ b/
src/game_em/export.h
@@
-665,6
+665,7
@@
struct GlobalInfo_EM
struct GameInfo_EM
{
boolean any_player_moving;
struct GameInfo_EM
{
boolean any_player_moving;
+ boolean any_player_snapping;
int last_moving_player;
int last_player_direction[MAX_PLAYERS];
};
int last_moving_player;
int last_player_direction[MAX_PLAYERS];
};
@@
-700,7
+701,7
@@
struct GraphicInfo_EM
struct EngineSnapshotInfo_EM
{
struct GameInfo_EM game_em;
struct EngineSnapshotInfo_EM
{
struct GameInfo_EM game_em;
- unsigned
long
RandomEM;
+ unsigned
int
RandomEM;
struct LEVEL lev;
struct PLAYER ply[MAX_PLAYERS];
short Array[4][EM_MAX_CAVE_HEIGHT][EM_MAX_CAVE_WIDTH];
struct LEVEL lev;
struct PLAYER ply[MAX_PLAYERS];
short Array[4][EM_MAX_CAVE_HEIGHT][EM_MAX_CAVE_WIDTH];
@@
-732,15
+733,14
@@
extern void InitGfxBuffers_EM();
extern void InitGameEngine_EM();
extern void GameActions_EM(byte *, boolean);
extern void InitGameEngine_EM();
extern void GameActions_EM(byte *, boolean);
-extern unsigned int InitEngineRandom_EM(
long
);
+extern unsigned int InitEngineRandom_EM(
int
);
extern void setLevelInfoToDefaults_EM();
extern void setLevelInfoToDefaults_EM();
-extern boolean LoadNativeLevel_EM(char *);
+extern boolean LoadNativeLevel_EM(char *
, boolean
);
extern void BackToFront_EM(void);
extern void BlitScreenToBitmap_EM(Bitmap *);
extern void RedrawPlayfield_EM(boolean);
extern void BackToFront_EM(void);
extern void BlitScreenToBitmap_EM(Bitmap *);
extern void RedrawPlayfield_EM(boolean);
-extern void DrawGameDoorValues_EM();
extern void LoadEngineSnapshotValues_EM();
extern void SaveEngineSnapshotValues_EM();
extern void LoadEngineSnapshotValues_EM();
extern void SaveEngineSnapshotValues_EM();