#define EL_DF_END_2 EL_DF_SLOPE_END
// BD style elements (normal)
-#define EL_BD_EMPTY_SPACE 1253
+#define EL_BD_START 1253
+#define EL_BD_EMPTY_SPACE EL_BD_START
#define EL_BD_EMPTY EL_BD_EMPTY_SPACE
#define EL_BD_SAND 1254
#define EL_BD_SAND_2 1255
#define EL_BD_NUT_BREAKING_2 1484
#define EL_BD_NUT_BREAKING_3 1485
#define EL_BD_NUT_BREAKING_4 1486
+#define EL_BD_END EL_BD_NUT_BREAKING_4
#define NUM_FILE_ELEMENTS 1487
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_3,
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_4,
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_5,
+ GFX_SPECIAL_ARG_SETUP_SHORTCUTS_6,
GFX_SPECIAL_ARG_SETUP_CHOOSE_ARTWORK,
GFX_SPECIAL_ARG_SETUP_CHOOSE_OTHER,
int bd_bomb_explosion_turns_to; // BD bomb explosion changes to specified element
int bd_nitro_explosion_turns_to; // BD nitro pack explosion changes to specified element
int bd_explosion_turns_to; // BD other explosions change to specified element
+ int bd_color_b; // BD engine C64-style cave color (border)
+ int bd_color_0; // BD engine C64-style cave color (background)
+ int bd_color_1; // BD engine C64-style cave color (sand)
+ int bd_color_2; // BD engine C64-style cave color (steel wall)
+ int bd_color_3; // BD engine C64-style cave color (wall)
+ int bd_color_4; // BD engine C64-style cave color (amoeba)
+ int bd_color_5; // BD engine C64-style cave color (slime)
boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour
boolean file_has_custom_elements; // set when level file contains CEs
+ int bd_color_type; // set according to BD colors in level
+
boolean no_valid_file; // set when level file missing or invalid
boolean no_level_file; // set when falling back to level template