&li.bd_conveyor_belts_changed, FALSE
},
+ {
+ EL_BD_WATER, -1,
+ TYPE_BOOLEAN, CONF_VALUE_8_BIT(1),
+ &li.bd_water_cannot_flow_down, FALSE
+ },
+
// (the following values are related to various game elements)
{
cave->conveyor_belts_active = level->bd_conveyor_belts_active;
cave->conveyor_belts_direction_changed= level->bd_conveyor_belts_changed;
+ cave->water_does_not_flow_down = level->bd_water_cannot_flow_down;
+
// level name
strncpy(cave->name, level->name, sizeof(GdString));
cave->name[sizeof(GdString) - 1] = '\0';
level->bd_conveyor_belts_active = cave->conveyor_belts_active;
level->bd_conveyor_belts_changed = cave->conveyor_belts_direction_changed;
+ level->bd_water_cannot_flow_down = cave->water_does_not_flow_down;
+
// level name
char *cave_name = getStringPrint("%s / %d", cave->name, bd_level_nr + 1);
TYPE_SWITCH,
&setup.editor_cascade.el_bd_native, "editor.cascade.el_bd_native"
},
+ {
+ TYPE_SWITCH,
+ &setup.editor_cascade.el_bd_effects, "editor.cascade.el_bd_effects"
+ },
{
TYPE_SWITCH,
&setup.editor_cascade.el_em, "editor.cascade.el_em"
si->editor.el_boulderdash = TRUE;
si->editor.el_boulderdash_native = TRUE;
+ si->editor.el_boulderdash_effects = TRUE;
si->editor.el_emerald_mine = TRUE;
si->editor.el_emerald_mine_club = TRUE;
si->editor.el_more = TRUE;
{
si->editor_cascade.el_bd = TRUE;
si->editor_cascade.el_bd_native = TRUE;
+ si->editor_cascade.el_bd_effects = FALSE;
si->editor_cascade.el_em = TRUE;
si->editor_cascade.el_emc = TRUE;
si->editor_cascade.el_rnd = TRUE;