#define SC_PEARL 12
#define SC_SHIELD 13
#define SC_ELEM_BONUS 14
-#define SC_UNKNOWN_15 15
+#define SC_DIAMOND_EXTRA 15
#define LEVEL_SCORE_ELEMENTS 16 // level elements with score
int initial_inventory_size[MAX_PLAYERS];
int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
+ boolean bd_intermission; // BD level is intermission
boolean bd_diagonal_movements; // BD style diagonal movements
boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour