TYPE_INTEGER, CONF_VALUE_8_BIT(25),
&li.bd_coloring_type, GD_COLORING_TYPE_GRADIENTS
},
- {
- -1, -1,
- TYPE_INTEGER, CONF_VALUE_32_BIT(3),
- &li.bd_color_b, GD_C64_COLOR_BLACK
- },
{
-1, -1,
TYPE_INTEGER, CONF_VALUE_32_BIT(4),
cave->explosion_effect = LEVEL_TO_CAVE(level->bd_explosion_turns_to);
cave->explosion_3_effect = LEVEL_TO_CAVE(level->bd_explosion_3_turns_to);
- cave->color_b = level->bd_color_b;
-
for (i = 0; i < MAX_LEVEL_COLORS; i++)
{
cave->color[i] = level->bd_color[i];
level->bd_explosion_turns_to = CAVE_TO_LEVEL(cave->explosion_effect);
level->bd_explosion_3_turns_to = CAVE_TO_LEVEL(cave->explosion_3_effect);
- level->bd_color_b = cave->color_b;
-
for (i = 0; i < MAX_LEVEL_COLORS; i++)
{
level->bd_color[i] = cave->color[i];
// copy level colors to native BD level
// (this workaround is needed as long as color template handling is still BD specific)
- cave->color_b = level->bd_color_b;
for (i = 0; i < MAX_LEVEL_COLORS; i++)
{
cave->color[i] = level->bd_color[i];
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_explosion_3_turns_to; // BD other explosions change to specified element, stage 3
- int bd_color_b; // BD engine C64-style cave color (border)
int bd_color[MAX_LEVEL_COLORS]; // BD engine C64-style cave colors
int bd_base_color[MAX_LEVEL_COLORS]; // BD engine C64-style cave base colors (for gradients)