byte last_action[MAX_PLAYERS];
boolean changed_action;
boolean collected_item;
+
+ boolean save_snapshot;
};
struct GameInfo
boolean is_bored;
boolean is_sleeping;
+ boolean was_waiting;
+ boolean was_moving;
+ boolean was_snapping;
+ boolean was_dropping;
+
boolean cannot_move;
int frame_counter_bored;
void GetPlayerConfig(void);
int GetElementFromGroupElement(int);
+int getPlayerInventorySize(int);
+
void DrawGameValue_Time(int);
void DrawGameDoorValues(void);
void InitGameSound();
void InitGame();
-void UpdateEngineValues(int, int);
+void UpdateEngineValues(int, int, int, int);
void GameWon(void);
void GameEnd(void);
void FreeEngineSnapshotList();
void LoadEngineSnapshotSingle();
void SaveEngineSnapshotSingle();
-boolean SaveEngineSnapshotToList();
+boolean CheckSaveEngineSnapshotToList();
+void SaveEngineSnapshotToList();
void SaveEngineSnapshotToListInitial();
boolean CheckEngineSnapshotSingle();
boolean CheckEngineSnapshotList();