Boom = Index[3];
}
-void InitGameEngine_EM()
+void InitGameEngine_EM(void)
{
prepare_em_level();
RedrawPlayfield_EM(FALSE);
}
-void UpdateGameDoorValues_EM()
+static void UpdateGameDoorValues_EM(void)
{
}
int north = 0, east = 0, south = 0, west = 0;
int snap = 0, drop = 0;
+ if (game_em.use_single_button && action & (JOY_BUTTON_1 | JOY_BUTTON_2))
+ action |= JOY_BUTTON_1 | JOY_BUTTON_2;
+
if (action & JOY_LEFT)
west = 1;
!ply->joy_s &&
!ply->joy_w)
ply->joy_snap = snap;
+
+ /* use bug with snap key (mainly TAS keys) sometimes moving the player */
+ if (game_em.use_snap_key_bug)
+ ply->joy_snap = snap;
}
-void SaveEngineSnapshotValues_EM()
+void SaveEngineSnapshotValues_EM(void)
{
int i, j, k;
engine_snapshot_em.Array[i][j][k] = Array[i][j][k];
}
-void LoadEngineSnapshotValues_EM()
+void LoadEngineSnapshotValues_EM(void)
{
int i, j, k;