// optionally, the second movement tile can be specified as start tile
if (parameter[GFX_ARG_2ND_SWAP_TILES] != ARG_UNDEFINED_VALUE)
- g->swap_double_tiles= parameter[GFX_ARG_2ND_SWAP_TILES];
+ g->swap_double_tiles = parameter[GFX_ARG_2ND_SWAP_TILES];
// automatically determine correct number of frames, if not defined
if (parameter[GFX_ARG_FRAMES] != ARG_UNDEFINED_VALUE)
static int ep_editor_cascade_active[] =
{
EL_INTERNAL_CASCADE_BD_ACTIVE,
+ EL_INTERNAL_CASCADE_BD_NATIVE_ACTIVE,
EL_INTERNAL_CASCADE_EM_ACTIVE,
EL_INTERNAL_CASCADE_EMC_ACTIVE,
EL_INTERNAL_CASCADE_RND_ACTIVE,
static int ep_editor_cascade_inactive[] =
{
EL_INTERNAL_CASCADE_BD,
+ EL_INTERNAL_CASCADE_BD_NATIVE,
EL_INTERNAL_CASCADE_EM,
EL_INTERNAL_CASCADE_EMC,
EL_INTERNAL_CASCADE_RND,
element_info[i].token_name = element_name_info[i].token_name;
element_info[i].class_name = element_name_info[i].class_name;
- element_info[i].editor_description= element_name_info[i].editor_description;
+ element_info[i].editor_description = element_name_info[i].editor_description;
}
for (i = 0; i < NUM_GLOBAL_ANIM_TOKENS + 1; i++)