GADGET_ID_CAN_MOVE_INTO_ACID,
GADGET_ID_DONT_COLLIDE_WITH,
GADGET_ID_BD_DIAGONAL_MOVEMENTS,
+ GADGET_ID_BD_TOPMOST_PLAYER_ACTIVE,
GADGET_ID_ENVELOPE_AUTOWRAP,
GADGET_ID_ENVELOPE_CENTERED,
GADGET_ID_MM_LASER_RED,
ED_CHECKBUTTON_ID_CAN_MOVE_INTO_ACID,
ED_CHECKBUTTON_ID_DONT_COLLIDE_WITH,
ED_CHECKBUTTON_ID_BD_DIAGONAL_MOVEMENTS,
+ ED_CHECKBUTTON_ID_BD_TOPMOST_PLAYER_ACTIVE,
ED_CHECKBUTTON_ID_ENVELOPE_AUTOWRAP,
ED_CHECKBUTTON_ID_ENVELOPE_CENTERED,
ED_CHECKBUTTON_ID_MM_LASER_RED,
NULL, NULL,
"can move diagonally", "player can move diagonally"
},
+ {
+ ED_CHECKBUTTON_ID_BD_TOPMOST_PLAYER_ACTIVE,
+ ED_ELEMENT_SETTINGS_XPOS(0), ED_ELEMENT_SETTINGS_YPOS(1),
+ GADGET_ID_BD_TOPMOST_PLAYER_ACTIVE, GADGET_ID_NONE,
+ &level.bd_topmost_player_active,
+ NULL, NULL,
+ "topmost player is active", "use first player found on playfield"
+ },
{
ED_CHECKBUTTON_ID_ENVELOPE_AUTOWRAP,
ED_ELEMENT_SETTINGS_XPOS(0), ED_ELEMENT_SETTINGS_YPOS(1),
}
if (IS_BD_PLAYER_ELEMENT(properties_element))
+ {
MapCheckbuttonGadget(ED_CHECKBUTTON_ID_BD_DIAGONAL_MOVEMENTS);
+ MapCheckbuttonGadget(ED_CHECKBUTTON_ID_BD_TOPMOST_PLAYER_ACTIVE);
+ }
// special case: slippery walls option for gems only available in R'n'D game engine
if (IS_GEM(properties_element) && level.game_engine_type == GAME_ENGINE_TYPE_RND)