{ EL_LIGHT_SWITCH_ACTIVE, &level.time_light, TEXT_DURATION },
{ EL_SHIELD_NORMAL, &level.shield_normal_time, TEXT_DURATION },
{ EL_SHIELD_DEADLY, &level.shield_deadly_time, TEXT_DURATION },
+ { EL_BD_CLOCK, &level.bd_clock_extra_time, TEXT_TIME_BONUS },
{ EL_EXTRA_TIME, &level.extra_time, TEXT_TIME_BONUS },
{ EL_TIME_ORB_FULL, &level.time_orb_time, TEXT_TIME_BONUS },
{ EL_GAME_OF_LIFE, &level.game_of_life[0], TEXT_GAME_OF_LIFE_1 },
&li.bd_magic_wall_stops_amoeba, TRUE
},
+ {
+ EL_BD_CLOCK, -1,
+ TYPE_INTEGER, CONF_VALUE_8_BIT(1),
+ &li.bd_clock_extra_time, 30
+ },
+
// (the following values are related to various game elements)
{
cave->mega_stones_pushable_with_sweet = level->bd_push_mega_rock_with_sweet;
// element properties
+ cave->level_bonus_time[0] = level->bd_clock_extra_time;
cave->level_magic_wall_time[0] = level->time_magic_wall;
cave->magic_timer_wait_for_hatching = level->bd_magic_wall_wait_hatching;
cave->magic_wall_stops_amoeba = level->bd_magic_wall_stops_amoeba;
level->bd_push_mega_rock_with_sweet = cave->mega_stones_pushable_with_sweet;
// element properties
+ level->bd_clock_extra_time = cave->level_bonus_time[0];
level->time_magic_wall = cave->level_magic_wall_time[bd_level_nr];
level->bd_magic_wall_wait_hatching = cave->magic_timer_wait_for_hatching;
level->bd_magic_wall_stops_amoeba = cave->magic_wall_stops_amoeba;
int bd_amoeba_2_content_enclosed; // BD amoeba 2 changes to this element if enclosed
int bd_amoeba_2_content_exploding; // BD amoeba 2 changes to this element if exploding
int bd_amoeba_2_content_looks_like; // BD amoeba 2 looks like this other game element
+ int bd_clock_extra_time; // BD engine extra time when collecting clock
boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour
boolean use_spring_bug; // for compatibility with old levels