// flags to handle bugs in and changes between different engine versions
boolean use_single_button;
boolean use_snap_key_bug;
+ boolean use_random_bug;
boolean use_old_explosions;
+ boolean use_old_android;
+ boolean use_old_push_elements;
+ boolean use_old_push_into_acid;
+ boolean use_wrap_around;
+ boolean use_push_delay;
};
struct LevelInfo_EM
extern struct GlobalInfo_EM global_em_info;
extern struct GameInfo_EM game_em;
extern struct LevelInfo_EM native_em_level;
-extern struct GraphicInfo_EM graphic_info_em_object[TILE_MAX][8];
+extern struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
extern struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
extern struct EngineSnapshotInfo_EM engine_snapshot_em;
void InitGfxBuffers_EM(void);
void InitGameEngine_EM(void);
-void GameActions_EM(byte *, boolean);
+void GameActions_EM(byte[MAX_PLAYERS]);
unsigned int InitEngineRandom_EM(int);
boolean checkIfAllPlayersFitToScreen(void);
+int map_em_element_C_to_X(int);
+int map_em_element_X_to_C(int);
+
#endif // EXPORT_H