+
+ /* if no direction was stored before, allow setting snap to current state */
+ if (!ply->joy_n &&
+ !ply->joy_e &&
+ !ply->joy_s &&
+ !ply->joy_w)
+ ply->joy_snap = snap;
+}
+
+void SaveEngineSnapshotValues_EM()
+{
+ int i, j, k;
+
+ engine_snapshot_em.game_em = game_em;
+ engine_snapshot_em.lev = lev;
+
+ engine_snapshot_em.RandomEM = RandomEM;
+ engine_snapshot_em.frame = frame;
+
+ engine_snapshot_em.screen_x = screen_x;
+ engine_snapshot_em.screen_y = screen_y;
+
+ engine_snapshot_em.Boom = Boom;
+ engine_snapshot_em.Cave = Cave;
+ engine_snapshot_em.Next = Next;
+ engine_snapshot_em.Draw = Draw;
+
+ for (i = 0; i < 4; i++)
+ engine_snapshot_em.ply[i] = ply[i];
+
+ for (i = 0; i < 4; i++)
+ for (j = 0; j < HEIGHT; j++)
+ for (k = 0; k < WIDTH; k++)
+ engine_snapshot_em.Array[i][j][k] = Array[i][j][k];
+}
+
+void LoadEngineSnapshotValues_EM()
+{
+ int i, j, k;
+
+ game_em = engine_snapshot_em.game_em;
+ lev = engine_snapshot_em.lev;
+
+ RandomEM = engine_snapshot_em.RandomEM;
+ frame = engine_snapshot_em.frame;
+
+ screen_x = engine_snapshot_em.screen_x;
+ screen_y = engine_snapshot_em.screen_y;
+
+ Boom = engine_snapshot_em.Boom;
+ Cave = engine_snapshot_em.Cave;
+ Next = engine_snapshot_em.Next;
+ Draw = engine_snapshot_em.Draw;
+
+ for (i = 0; i < 4; i++)
+ ply[i] = engine_snapshot_em.ply[i];
+
+ for (i = 0; i < 4; i++)
+ for (j = 0; j < HEIGHT; j++)
+ for (k = 0; k < WIDTH; k++)
+ Array[i][j][k] = engine_snapshot_em.Array[i][j][k];