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added support for initially moving spring to R'n'D game engine
[rocksndiamonds.git]
/
src
/
game_em
/
export.h
diff --git
a/src/game_em/export.h
b/src/game_em/export.h
index a79a14866f545c3880544dd011375a087e27147f..e1519ea65659b80544f6b421b8d082511e56d8c9 100644
(file)
--- a/
src/game_em/export.h
+++ b/
src/game_em/export.h
@@
-46,6
+46,7
@@
struct GameInfo_EM
boolean use_single_button;
boolean use_snap_key_bug;
boolean use_old_explosions;
boolean use_single_button;
boolean use_snap_key_bug;
boolean use_old_explosions;
+ boolean use_wrap_around;
};
struct LevelInfo_EM
};
struct LevelInfo_EM
@@
-93,7
+94,7
@@
struct EngineSnapshotInfo_EM
extern struct GlobalInfo_EM global_em_info;
extern struct GameInfo_EM game_em;
extern struct LevelInfo_EM native_em_level;
extern struct GlobalInfo_EM global_em_info;
extern struct GameInfo_EM game_em;
extern struct LevelInfo_EM native_em_level;
-extern struct GraphicInfo_EM graphic_info_em_object[TILE_MAX][8];
+extern struct GraphicInfo_EM graphic_info_em_object[
GAME_
TILE_MAX][8];
extern struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
extern struct EngineSnapshotInfo_EM engine_snapshot_em;
extern struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
extern struct EngineSnapshotInfo_EM engine_snapshot_em;
@@
-121,4
+122,7
@@
void SaveEngineSnapshotValues_EM(void);
boolean checkIfAllPlayersFitToScreen(void);
boolean checkIfAllPlayersFitToScreen(void);
+int map_em_element_C_to_X(int);
+int map_em_element_X_to_C(int);
+
#endif // EXPORT_H
#endif // EXPORT_H