int players_still_needed;
int friends_still_needed;
+ int robot_wheel_x, robot_wheel_y;
+ int exit_x, exit_y;
+
+ boolean all_players_gone;
+
// values for the new EMC elements
int lenses_time_left;
int magnify_time_left;
// values for handling states for solved level and game over
boolean LevelSolved;
+ boolean GamePlayed;
boolean GameOver;
boolean LevelSolved_GameWon;
int client_nr; // network client identifier
byte action; // action from local input device
- byte mapped_action; // action mapped from device to player
byte effective_action; /* action acknowledged from network server
or summarized over all configured input
devices when in single player mode */
byte programmed_action; /* action forced by game itself (like moving
through doors); overrides other actions */
+ byte snap_action; // action from TAS snap keys
struct MouseActionInfo mouse_action; // (used by MM engine only)
struct MouseActionInfo effective_mouse_action; // (used by MM engine only)