// Init game conditions (variables)
// ==========================================================================
-void subInitGameConditions()
+void subInitGameConditions(void)
{
MurphyVarFaceLeft = 0;
KillMurphyFlag = 0; // no "kill Murphy"
YawnSleepCounter = 0; // Wake up sleeping Murphy
ExplosionShake = 0; // Force explosion flag off
+ ExplosionShakeMurphy = 0; // Force explosion flag off
TerminalMaxCycles = 0x7F;
YellowDisksExploded = 0;
// Locate Murphy and init location.
// ==========================================================================
-void InitMurphyPos()
+void InitMurphyPos(void)
{
int si;
// Convert to easy symbols and reset Infotron count If not ThenVer62
// ==========================================================================
-int subConvertToEasySymbols()
+int subConvertToEasySymbols(void)
{
int ax, bx, cx, dx, i;
int al;
// Fetch and initialize a level
// ==========================================================================
-void subFetchAndInitLevelB()
+void subFetchAndInitLevelB(void)
{
subFetchAndInitLevelA();
}
-void subFetchAndInitLevelA()
+void subFetchAndInitLevelA(void)
{
GameBusyFlag = 0; // restore scissors too
subFetchAndInitLevel(); // fetch and initialize a level
DemoKeyCode = 0; // delete last demo key!
}
-void subFetchAndInitLevel()
+void subFetchAndInitLevel(void)
{
int InfoCountInLevel;