(e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
(e) == EL_CURRENT_CE_VALUE ? (cv) : \
(e) == EL_CURRENT_CE_SCORE ? (cs) : \
- (e) >= EL_LAST_CE_8 && (e) <= EL_NEXT_CE_8 ? \
+ (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
RESOLVED_REFERENCE_ELEMENT(be, e) : \
(e))
}
}
+#if 1
+ UnmapAllGadgets();
+
+ MapGameButtons();
+ MapTapeButtons();
+#endif
+
game.restart_level = FALSE;
}
TapeStop();
#endif
+#if 1
+ SaveTapeChecked(tape.level_nr); /* ask to save tape */
+#else
SaveTape(tape.level_nr); /* ask to save tape */
+#endif
}
if (level_editor_test_game)
engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
}
}
-
-#if 0
- printf("::: SAVE: %d RNDs\n", game.num_random_calls);
-#endif
}
static void LoadEngineSnapshotValues_RND()
}
}
-#if 0
- printf("::: LOADING ... : %d RNDs\n", num_random_calls);
-#endif
-
if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
{
InitRND(tape.random_seed);
Error(ERR_RETURN, "number of random calls is %d", game.num_random_calls);
Error(ERR_EXIT, "this should not happen -- please debug");
}
-
-#if 0
- printf("::: LOADED: %d RNDs\n", num_random_calls);
-#endif
}
static void SaveEngineSnapshotBuffer(void *buffer, int size)