int sx = SCREENX(x);
int sy = SCREENY(y);
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ x--;
+ y--;
+ }
+
printf_line("-", 79);
printf("Field Info: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y);
printf_line("-", 79);
return font_info[font_nr].special_graphic[GFX_SPECIAL_ARG_DEFAULT];
}
+#if 0
void setCenteredPlayerNr_EM(int centered_player_nr)
{
game.centered_player_nr = game.centered_player_nr_next = centered_player_nr;
int getCenteredPlayerNr_EM()
{
+#if 0
if (game.centered_player_nr_next >= 0 &&
!native_em_level.ply[game.centered_player_nr_next]->alive)
game.centered_player_nr_next = game.centered_player_nr;
+#endif
if (game.centered_player_nr != game.centered_player_nr_next)
game.centered_player_nr = game.centered_player_nr_next;
return game.centered_player_nr;
}
-int getActivePlayers_EM()
+void setSetCenteredPlayer_EM(boolean set_centered_player)
+{
+ game.set_centered_player = set_centered_player;
+}
+
+boolean getSetCenteredPlayer_EM()
+{
+ return game.set_centered_player;
+}
+#endif
+
+int getNumActivePlayers_EM()
{
int num_players = 0;
int i;
return num_players;
}
+#if 1
int getGameFrameDelay_EM(int native_em_game_frame_delay)
{
int game_frame_delay_value;
return game_frame_delay_value;
}
+#endif
unsigned int InitRND(long seed)
{