return 0;
}
+void SetTimeFrames_BD(int frames_played)
+{
+ // needed to store final time after solving game (before counting down remaining time)
+ if (game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
+ game_bd.frames_played = frames_played;
+
+}
+
static void UpdateGameDoorValues_BD(void)
{
GdCave *cave = game_bd.game->cave;