#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
-/* score for elements */
-#define SC_EDELSTEIN 0
-#define SC_DIAMANT 1
-#define SC_KAEFER 2
-#define SC_FLIEGER 3
-#define SC_MAMPFER 4
-#define SC_ROBOT 5
-#define SC_PACMAN 6
-#define SC_KOKOSNUSS 7
-#define SC_DYNAMIT 8
-#define SC_SCHLUESSEL 9
-#define SC_ZEITBONUS 10
-
/* game button identifiers */
#define GAME_CTRL_ID_STOP 0
#define GAME_CTRL_ID_PAUSE 1
if (!options.network || player->connected)
{
player->active = TRUE;
+ player->gone = FALSE;
/* remove potentially duplicate players */
if (StorePlayer[jx][jy] == Feld[x][y])
player->snapped = FALSE;
- player->gone = FALSE;
+ player->gone = TRUE;
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
{
player->present = TRUE;
player->active = TRUE;
+ player->gone = FALSE;
some_player->present = FALSE;
StorePlayer[jx][jy] = player->element_nr;
int jx = player->jx, jy = player->jy;
player->active = FALSE;
+ player->gone = TRUE;
StorePlayer[jx][jy] = 0;
Feld[jx][jy] = EL_LEERRAUM;
}
int jx = player->jx, jy = player->jy;
player->active = FALSE;
+ player->gone = TRUE;
StorePlayer[jx][jy] = 0;
Feld[jx][jy] = EL_LEERRAUM;
}