+#if 1
+
+void GameActions_EM(byte action[MAX_PLAYERS])
+{
+ static unsigned long game_frame_delay = 0;
+#if 1
+ unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
+#else
+ unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
+#endif
+ int i;
+
+#if 0
+ /* this is done in screens.c/HandleGameActions() by calling BackToFront() */
+ XSync(display, False); /* block until all graphics are drawn */
+#endif
+
+ WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+
+ game_animscreen();
+
+ RandomEM = RandomEM * 129 + 1;
+
+ frame = (frame - 1) & 7;
+
+ for (i = 0; i < 2; i++)
+ readjoy(action[i], i);
+
+ UpdateEngineValues(screen_x / TILEX, screen_y / TILEY);
+
+ if (frame == 7)
+ {
+ synchro_1();
+ synchro_2();
+ }
+
+ if (frame == 6)
+ {
+ synchro_3();
+ sound_play();
+
+ if (game_frame_delay_value > 0) /* do not redraw values in warp mode */
+ DrawGameDoorValues_EM();
+ }
+
+#if 0
+ if (lev.time_initial == 0)
+ lev.time++;
+ else if (lev.time > 0)
+ lev.time--;
+#endif
+
+#if 0
+ if (lev.time_initial > 0 &&
+ lev.time > 0 && lev.time <= 50 && lev.time % 5 == 0 && setup.time_limit)
+ play_sound(-1, -1, SAMPLE_time);
+#endif
+}
+
+#else
+