int element = EL_CUSTOM_START + i;
/* order of checking and copying events to be mapped is important */
+ /* (do not change the start and end value -- they are constant) */
for (j = CE_BY_OTHER_ACTION; j >= CE_VALUE_GETS_ZERO; j--)
{
if (HAS_CHANGE_EVENT(element, j - 2))
}
/* order of checking and copying events to be mapped is important */
+ /* (do not change the start and end value -- they are constant) */
for (j = CE_PLAYER_COLLECTS_X; j >= CE_HITTING_SOMETHING; j--)
{
if (HAS_CHANGE_EVENT(element, j - 1))
#define SETUP_TOKEN_EDITOR_EL_HEADLINES 10
#define SETUP_TOKEN_EDITOR_EL_USER_DEFINED 11
#define SETUP_TOKEN_EDITOR_EL_DYNAMIC 12
+#define SETUP_TOKEN_EDITOR_SHOW_ELEMENT_TOKEN 13
-#define NUM_EDITOR_SETUP_TOKENS 13
+#define NUM_EDITOR_SETUP_TOKENS 14
/* editor cascade setup */
#define SETUP_TOKEN_EDITOR_CASCADE_BD 0
{ TYPE_SWITCH, &sei.el_headlines, "editor.el_headlines" },
{ TYPE_SWITCH, &sei.el_user_defined, "editor.el_user_defined" },
{ TYPE_SWITCH, &sei.el_dynamic, "editor.el_dynamic" },
+ { TYPE_SWITCH, &sei.show_element_token,"editor.show_element_token" },
};
static struct TokenInfo editor_cascade_setup_tokens[] =
si->editor.el_user_defined = FALSE;
si->editor.el_dynamic = TRUE;
+ si->editor.show_element_token = FALSE;
+
si->shortcut.save_game = DEFAULT_KEY_SAVE_GAME;
si->shortcut.load_game = DEFAULT_KEY_LOAD_GAME;
si->shortcut.toggle_pause = DEFAULT_KEY_TOGGLE_PAUSE;