Capture clock variables into the game-state block.
[open-adventure.git] / actions1.c
index d9fa2e5e90fe25d3a6bf77a0e6aab3b268bc4460..d12052fa42a9949ea13d701482e2bd48c25c9ca9 100644 (file)
@@ -201,7 +201,7 @@ L9040:      if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
        if(OBJ == CHAIN) goto L9048;
        if(!CLOSNG) goto L9043;
        K=130;
-       if(!PANIC)CLOCK2=15;
+       if(!PANIC)game.clock2=15;
        PANIC=true;
         return(2010);
 
@@ -533,7 +533,7 @@ L8305:      DATIME(&I,&K);
  *  suspended or resumed are guaranteed to match.  If unsure whether a value
  *  needs to be saved, include it.  Overkill can't hurt.  Pad the last savwds
  *  with junk variables to bring it up to 7 values. */
-       SAVWDS(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG);
+       SAVWDS(ABBNUM,BLKLIN,BONUS,game.clock1,game.clock2,CLOSED,CLOSNG);
        SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);
        SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE);
        SAVWDS(OBJ,game.oldlc2,game.oldloc,OLDOBJ,PANIC,SAVED,SETUP);