boolean use_native_emc_graphics_engine;
boolean use_native_sp_graphics_engine;
boolean use_masked_pushing;
+ boolean use_masked_elements;
int forced_scroll_delay_value;
int scroll_delay_value;
int tile_size;
boolean envelope_active;
boolean no_time_limit; // (variable only in very special case)
+ int time_final; // time (in seconds) or steps left or played
+ int score_time_final; // time (in frames) or steps played
+
int score;
int score_final;
int shield_normal_time_left;
int shield_deadly_time_left;
+ int last_removed_element;
+
int inventory_element[MAX_INVENTORY_SIZE];
int inventory_infinite_element;
int inventory_size;
int getPlayerInventorySize(int);
-void DrawGameValue_Time(int);
+void UpdateGameDoorValues(void);
void DrawGameDoorValues(void);
void UpdateAndDisplayGameControlValues(void);