// values for handling states for solved level and game over
boolean LevelSolved;
+ boolean GamePlayed;
boolean GameOver;
boolean LevelSolved_GameWon;
devices when in single player mode */
byte programmed_action; /* action forced by game itself (like moving
through doors); overrides other actions */
+ byte snap_action; // action from TAS snap keys
struct MouseActionInfo mouse_action; // (used by MM engine only)
struct MouseActionInfo effective_mouse_action; // (used by MM engine only)