for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
- Array[0][y][x] = ZBORDER;
+ Array[0][y][x] = Zborder;
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
- Array[1][y][x] = ZBORDER;
+ Array[1][y][x] = Zborder;
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
- Array[2][y][x] = ZBORDER;
+ Array[2][y][x] = Zborder;
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
Array[3][y][x] = Xblank;
Boom = Index[3];
}
-void InitGameEngine_EM()
+void InitGameEngine_EM(void)
{
prepare_em_level();
RedrawPlayfield_EM(FALSE);
}
-void UpdateGameDoorValues_EM()
+static void UpdateGameDoorValues_EM(void)
{
}
if (frame == 6)
{
synchro_3();
- sound_play();
UpdateGameDoorValues_EM();
}
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;