break;
case EL_EMC_MAGIC_BALL:
- if (game.ball_state)
+ if (game.ball_active)
Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
break;
case EL_EMC_MAGIC_BALL_SWITCH:
- if (game.ball_state)
+ if (game.ball_active)
Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
break;
(exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
- (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
+ (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
- (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
+ (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
EL_EMC_MAGIC_BALL_SWITCH);
game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
game.lenses_time_left = 0;
game.magnify_time_left = 0;
- game.ball_state = level.ball_state_initial;
+ game.ball_active = level.ball_active_initial;
game.ball_content_nr = 0;
game.explosions_delayed = TRUE;
{
int xx, yy;
- game.ball_state = !game.ball_state;
+ game.ball_active = !game.ball_active;
SCAN_PLAYFIELD(xx, yy)
{
int e = Feld[xx][yy];
- if (game.ball_state)
+ if (game.ball_active)
{
if (e == EL_EMC_MAGIC_BALL)
CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);