play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.diamond_score;
lev.required = lev.required < 3 ? 0 : lev.required - 3;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.emerald_score;
lev.required = lev.required < 1 ? 0 : lev.required - 1;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.diamond_score;
lev.required = lev.required < 3 ? 0 : lev.required - 3;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
break;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.emerald_score;
lev.required = lev.required < 1 ? 0 : lev.required - 1;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
break;