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added GDash source files prepared for game engine integration into R'n'D
[rocksndiamonds.git]
/
src
/
init.c
diff --git
a/src/init.c
b/src/init.c
index 9d3fa544c7407fa80547811443b2fd241011812f..fd931a67cf5fbd5935eb42ba0414120acc61ad36 100644
(file)
--- a/
src/init.c
+++ b/
src/init.c
@@
-1550,7
+1550,7
@@
static void set_graphic_parameters_ext(int graphic, int *parameter,
// optionally, the second movement tile can be specified as start tile
if (parameter[GFX_ARG_2ND_SWAP_TILES] != ARG_UNDEFINED_VALUE)
// optionally, the second movement tile can be specified as start tile
if (parameter[GFX_ARG_2ND_SWAP_TILES] != ARG_UNDEFINED_VALUE)
- g->swap_double_tiles= parameter[GFX_ARG_2ND_SWAP_TILES];
+ g->swap_double_tiles
= parameter[GFX_ARG_2ND_SWAP_TILES];
// automatically determine correct number of frames, if not defined
if (parameter[GFX_ARG_FRAMES] != ARG_UNDEFINED_VALUE)
// automatically determine correct number of frames, if not defined
if (parameter[GFX_ARG_FRAMES] != ARG_UNDEFINED_VALUE)
@@
-4571,6
+4571,7
@@
void InitElementPropertiesStatic(void)
static int ep_editor_cascade_active[] =
{
EL_INTERNAL_CASCADE_BD_ACTIVE,
static int ep_editor_cascade_active[] =
{
EL_INTERNAL_CASCADE_BD_ACTIVE,
+ EL_INTERNAL_CASCADE_BD_NATIVE_ACTIVE,
EL_INTERNAL_CASCADE_EM_ACTIVE,
EL_INTERNAL_CASCADE_EMC_ACTIVE,
EL_INTERNAL_CASCADE_RND_ACTIVE,
EL_INTERNAL_CASCADE_EM_ACTIVE,
EL_INTERNAL_CASCADE_EMC_ACTIVE,
EL_INTERNAL_CASCADE_RND_ACTIVE,
@@
-4595,6
+4596,7
@@
void InitElementPropertiesStatic(void)
static int ep_editor_cascade_inactive[] =
{
EL_INTERNAL_CASCADE_BD,
static int ep_editor_cascade_inactive[] =
{
EL_INTERNAL_CASCADE_BD,
+ EL_INTERNAL_CASCADE_BD_NATIVE,
EL_INTERNAL_CASCADE_EM,
EL_INTERNAL_CASCADE_EMC,
EL_INTERNAL_CASCADE_RND,
EL_INTERNAL_CASCADE_EM,
EL_INTERNAL_CASCADE_EMC,
EL_INTERNAL_CASCADE_RND,
@@
-5028,7
+5030,7
@@
static void InitGlobal(void)
element_info[i].token_name = element_name_info[i].token_name;
element_info[i].class_name = element_name_info[i].class_name;
element_info[i].token_name = element_name_info[i].token_name;
element_info[i].class_name = element_name_info[i].class_name;
- element_info[i].editor_description= element_name_info[i].editor_description;
+ element_info[i].editor_description
= element_name_info[i].editor_description;
}
for (i = 0; i < NUM_GLOBAL_ANIM_TOKENS + 1; i++)
}
for (i = 0; i < NUM_GLOBAL_ANIM_TOKENS + 1; i++)