/media/Environ/Compile/rocksndiamonds-4.1.4.1
cd "/media/Environ/Compile/rocksndiamonds-4.1.4.1" && /usr/bin/gdb -- "./rocksndiamonds"
GNU gdb (Debian 8.2.1-2+b3) 8.2.1
Copyright (C) 2018 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.
Type "show copying" and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
Type "show configuration" for configuration details.
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>.
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    <http://www.gnu.org/software/gdb/documentation/>.

For help, type "help".
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Reading symbols from ./rocksndiamonds...done.
(gdb) r
Starting program: /media/Environ/Compile/rocksndiamonds-4.1.4.1/rocksndiamonds 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe397c700 (LWP 2565)]
[New Thread 0x7fffe393b700 (LWP 2566)]
[New Thread 0x7fffe1a9e700 (LWP 2567)]
rocksndiamonds: frame delay == 0 ms (maximum speed)
rocksndiamonds: frame delay == 20 ms (max. 50 fps / 100 %)
rocksndiamonds: frame delay == 60 ms (max. 16 fps / 33 %)
rocksndiamonds: frame delay == 10 ms (max. 100 fps / 200 %)
rocksndiamonds: frame delay == 15 ms (max. 66 fps / 133 %)
rocksndiamonds: debug mode enabled
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
rocksndiamonds: frame delay == 40 ms (max. 25 fps / 50 %)
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
rocksndiamonds: frame delay == 60 ms (max. 16 fps / 33 %)
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
rocksndiamonds: frame delay == 20 ms (max. 50 fps / 100 %)
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
rocksndiamonds: frame delay == 0 ms (maximum speed)
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
rocksndiamonds: frame delay == 30 ms (max. 33 fps / 66 %)
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
rocksndiamonds: frame delay == 1 ms (max. 1000 fps / 2000 %)
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
rocksndiamonds: frame delay == 30 ms (max. 33 fps / 66 %)
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
rocksndiamonds: frame delay == 1 ms (max. 1000 fps / 2000 %)
rocksndiamonds: frame delay == 30 ms (max. 33 fps / 66 %)
rocksndiamonds: frame delay == 40 ms (max. 25 fps / 50 %)
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
rocksndiamonds: frame delay == 60 ms (max. 16 fps / 33 %)
rocksndiamonds: frame delay == 20 ms (max. 50 fps / 100 %)
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
-------------------------------------------------------------------------------
rocksndiamonds: dynamic token(s) found in config file:
rocksndiamonds: - config file: '/home/bryan/.rocksndiamonds/levels/BD2K3/graphics/./graphicsinfo.conf'
rocksndiamonds: - dynamic token: 'player_1.EDITOR'
rocksndiamonds: - dynamic token: 'player_1.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'player_1.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'bd_butterfly.moving'
rocksndiamonds: - dynamic token: 'bd_butterfly.moving.xpos'
rocksndiamonds: - dynamic token: 'bd_butterfly.moving.ypos'
rocksndiamonds: - dynamic token: 'bd_butterfly.moving.frames'
rocksndiamonds: - dynamic token: 'bd_butterfly.moving.anim_mode'
rocksndiamonds: - dynamic token: 'bd_butterfly.moving.delay'
rocksndiamonds: - dynamic token: 'bd_butterfly.moving.global_sync'
rocksndiamonds: - dynamic token: 'bd_firefly.moving'
rocksndiamonds: - dynamic token: 'bd_firefly.moving.xpos'
rocksndiamonds: - dynamic token: 'bd_firefly.moving.ypos'
rocksndiamonds: - dynamic token: 'bd_firefly.moving.delay'
rocksndiamonds: - dynamic token: 'bd_firefly.moving.frames'
rocksndiamonds: - dynamic token: 'bd_firefly.moving.anim_mode'
rocksndiamonds: - dynamic token: 'bd_firefly.moving.global_sync'
rocksndiamonds: - dynamic token: 'dark_yamyam.moving'
rocksndiamonds: - dynamic token: 'dark_yamyam.moving.xpos'
rocksndiamonds: - dynamic token: 'dark_yamyam.moving.ypos'
rocksndiamonds: - dynamic token: 'dark_yamyam.moving.frames'
rocksndiamonds: - dynamic token: 'dark_yamyam.moving.delay'
rocksndiamonds: - dynamic token: 'dark_yamyam.moving.anim_mode'
rocksndiamonds: - dynamic token: 'dark_yamyam.moving.global_sync'
rocksndiamonds: - dynamic token: 'pacman.moving.right'
rocksndiamonds: - dynamic token: 'pacman.moving.right.xpos'
rocksndiamonds: - dynamic token: 'pacman.moving.right.ypos'
rocksndiamonds: - dynamic token: 'pacman.moving.right.frames'
rocksndiamonds: - dynamic token: 'pacman.moving.right.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.moving.right.delay'
rocksndiamonds: - dynamic token: 'pacman.moving.up'
rocksndiamonds: - dynamic token: 'pacman.moving.up.xpos'
rocksndiamonds: - dynamic token: 'pacman.moving.up.ypos'
rocksndiamonds: - dynamic token: 'pacman.moving.up.frames'
rocksndiamonds: - dynamic token: 'pacman.moving.up.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.moving.up.delay'
rocksndiamonds: - dynamic token: 'pacman.moving.left'
rocksndiamonds: - dynamic token: 'pacman.moving.left.xpos'
rocksndiamonds: - dynamic token: 'pacman.moving.left.ypos'
rocksndiamonds: - dynamic token: 'pacman.moving.left.frames'
rocksndiamonds: - dynamic token: 'pacman.moving.left.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.moving.left.delay'
rocksndiamonds: - dynamic token: 'pacman.moving.down'
rocksndiamonds: - dynamic token: 'pacman.moving.down.xpos'
rocksndiamonds: - dynamic token: 'pacman.moving.down.ypos'
rocksndiamonds: - dynamic token: 'pacman.moving.down.frames'
rocksndiamonds: - dynamic token: 'pacman.moving.down.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.moving.down.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.up'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.up.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.up.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.up.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.up.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.up.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.down'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.down.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.down.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.down.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.down.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.down.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.right'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.right.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.right.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.right.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.right.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_left.right.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.up'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.up.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.up.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.up.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.up.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.up.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.down'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.down.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.down.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.down.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.down.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.down.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.left'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.left.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.left.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.left.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.left.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_right.left.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.left'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.left.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.left.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.left.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.left.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.left.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.right'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.right.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.right.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.right.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.right.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.right.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.down'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.down.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.down.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.down.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.down.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_up.down.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.left'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.left.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.left.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.left.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.left.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.left.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.right'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.right.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.right.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.right.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.right.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.right.anim_mode'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.up'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.up.xpos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.up.ypos'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.up.frames'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.up.delay'
rocksndiamonds: - dynamic token: 'pacman.turning_from_down.up.anim_mode'
rocksndiamonds: - dynamic token: 'satellite.moving.right'
rocksndiamonds: - dynamic token: 'satellite.moving.right.xpos'
rocksndiamonds: - dynamic token: 'satellite.moving.right.ypos'
rocksndiamonds: - dynamic token: 'satellite.moving.right.frames'
rocksndiamonds: - dynamic token: 'satellite.moving.right.delay'
rocksndiamonds: - dynamic token: 'satellite.moving.right.anim_mode'
rocksndiamonds: - dynamic token: 'satellite.moving.left'
rocksndiamonds: - dynamic token: 'satellite.moving.left.xpos'
rocksndiamonds: - dynamic token: 'satellite.moving.left.ypos'
rocksndiamonds: - dynamic token: 'satellite.moving.left.frames'
rocksndiamonds: - dynamic token: 'satellite.moving.left.delay'
rocksndiamonds: - dynamic token: 'bd_diamond.collecting'
rocksndiamonds: - dynamic token: 'bd_diamond.collecting.xpos'
rocksndiamonds: - dynamic token: 'bd_diamond.collecting.ypos'
rocksndiamonds: - dynamic token: 'bd_diamond.collecting.frames'
rocksndiamonds: - dynamic token: 'bd_diamond.collecting.delay'
rocksndiamonds: - dynamic token: 'bd_diamond.collecting.anim_mode'
rocksndiamonds: - dynamic token: 'emerald_yellow.collecting'
rocksndiamonds: - dynamic token: 'emerald_yellow.collecting.xpos'
rocksndiamonds: - dynamic token: 'emerald_yellow.collecting.ypos'
rocksndiamonds: - dynamic token: 'emerald_yellow.collecting.frames'
rocksndiamonds: - dynamic token: 'emerald_yellow.collecting.delay'
rocksndiamonds: - dynamic token: 'emerald_yellow.collecting.anim_mode'
rocksndiamonds: - dynamic token: 'emerald_red.collecting'
rocksndiamonds: - dynamic token: 'emerald_red.collecting.xpos'
rocksndiamonds: - dynamic token: 'emerald_red.collecting.ypos'
rocksndiamonds: - dynamic token: 'emerald_red.collecting.frames'
rocksndiamonds: - dynamic token: 'emerald_red.collecting.delay'
rocksndiamonds: - dynamic token: 'emerald_red.collecting.anim_mode'
rocksndiamonds: - dynamic token: 'emerald_purple.collecting'
rocksndiamonds: - dynamic token: 'emerald_purple.collecting.xpos'
rocksndiamonds: - dynamic token: 'emerald_purple.collecting.ypos'
rocksndiamonds: - dynamic token: 'emerald_purple.collecting.frames'
rocksndiamonds: - dynamic token: 'emerald_purple.collecting.delay'
rocksndiamonds: - dynamic token: 'emerald_purple.collecting.anim_mode'
rocksndiamonds: - dynamic token: 'bd_rock.falling'
rocksndiamonds: - dynamic token: 'bd_rock.falling.xpos'
rocksndiamonds: - dynamic token: 'bd_rock.falling.ypos'
rocksndiamonds: - dynamic token: 'bd_rock.falling.frames'
rocksndiamonds: - dynamic token: 'bd_rock.falling.delay'
rocksndiamonds: - dynamic token: 'rock.falling'
rocksndiamonds: - dynamic token: 'rock.falling.xpos'
rocksndiamonds: - dynamic token: 'rock.falling.ypos'
rocksndiamonds: - dynamic token: 'rock.falling.frames'
rocksndiamonds: - dynamic token: 'rock.falling.delay'
rocksndiamonds: - dynamic token: 'trap.EDITOR'
rocksndiamonds: - dynamic token: 'trap.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'trap.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'bd_magic_wall.EDITOR'
rocksndiamonds: - dynamic token: 'bd_magic_wall.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'bd_magic_wall.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'bd_magic_wall.EDITOR.frames'
rocksndiamonds: - dynamic token: 'magic_wall.EDITOR'
rocksndiamonds: - dynamic token: 'magic_wall.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'magic_wall.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'magic_wall.EDITOR.frames'
rocksndiamonds: - dynamic token: 'expandable_wall.EDITOR'
rocksndiamonds: - dynamic token: 'expandable_wall.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'expandable_wall.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'dynamite.EDITOR'
rocksndiamonds: - dynamic token: 'dynamite.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'dynamite.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'dynamite.active.EDITOR'
rocksndiamonds: - dynamic token: 'dynamite.active.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'dynamite.active.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'key_1.EDITOR'
rocksndiamonds: - dynamic token: 'key_1.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'key_1.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'key_2.EDITOR'
rocksndiamonds: - dynamic token: 'key_2.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'key_2.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'key_3.EDITOR'
rocksndiamonds: - dynamic token: 'key_3.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'key_3.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'key_4.EDITOR'
rocksndiamonds: - dynamic token: 'key_4.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'key_4.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'lamp.EDITOR'
rocksndiamonds: - dynamic token: 'lamp.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'lamp.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'font.text_1.PLAYING'
rocksndiamonds: - dynamic token: 'font.text_1.PLAYING.x'
rocksndiamonds: - dynamic token: 'font.text_1.PLAYING.y'
rocksndiamonds: - dynamic token: 'font.text_1.PLAYING.width'
rocksndiamonds: - dynamic token: 'font.text_1.PLAYING.height'
rocksndiamonds: - dynamic token: 'font.title_1.LEVELS'
rocksndiamonds: - dynamic token: 'font.title_1.LEVELS.x'
rocksndiamonds: - dynamic token: 'font.title_1.LEVELS.y'
rocksndiamonds: - dynamic token: 'font.title_1.LEVELS.width'
rocksndiamonds: - dynamic token: 'font.title_1.LEVELS.height'
rocksndiamonds: - dynamic token: 'custom_142.moving.left'
rocksndiamonds: - dynamic token: 'custom_142.moving.left.xpos'
rocksndiamonds: - dynamic token: 'custom_142.moving.left.ypos'
rocksndiamonds: - dynamic token: 'custom_142.moving.left.frames'
rocksndiamonds: - dynamic token: 'custom_142.moving.left.delay'
rocksndiamonds: - dynamic token: 'custom_142.moving.right'
rocksndiamonds: - dynamic token: 'custom_142.moving.right.xpos'
rocksndiamonds: - dynamic token: 'custom_142.moving.right.ypos'
rocksndiamonds: - dynamic token: 'custom_142.moving.right.frames'
rocksndiamonds: - dynamic token: 'custom_142.moving.right.delay'
rocksndiamonds: - dynamic token: 'custom_142.moving.right.anim_mode'
rocksndiamonds: - dynamic token: 'custom_144.moving.left'
rocksndiamonds: - dynamic token: 'custom_144.moving.left.xpos'
rocksndiamonds: - dynamic token: 'custom_144.moving.left.ypos'
rocksndiamonds: - dynamic token: 'custom_144.moving.left.frames'
rocksndiamonds: - dynamic token: 'custom_144.moving.left.delay'
rocksndiamonds: - dynamic token: 'custom_144.moving.right'
rocksndiamonds: - dynamic token: 'custom_144.moving.right.xpos'
rocksndiamonds: - dynamic token: 'custom_144.moving.right.ypos'
rocksndiamonds: - dynamic token: 'custom_144.moving.right.frames'
rocksndiamonds: - dynamic token: 'custom_144.moving.right.delay'
rocksndiamonds: - dynamic token: 'custom_144.moving.right.anim_mode'
rocksndiamonds: - dynamic token: 'custom_146.moving.down'
rocksndiamonds: - dynamic token: 'custom_146.moving.down.xpos'
rocksndiamonds: - dynamic token: 'custom_146.moving.down.ypos'
rocksndiamonds: - dynamic token: 'custom_146.moving.down.frames'
rocksndiamonds: - dynamic token: 'custom_146.moving.down.delay'
rocksndiamonds: - dynamic token: 'custom_146.moving.up'
rocksndiamonds: - dynamic token: 'custom_146.moving.up.xpos'
rocksndiamonds: - dynamic token: 'custom_146.moving.up.ypos'
rocksndiamonds: - dynamic token: 'custom_146.moving.up.frames'
rocksndiamonds: - dynamic token: 'custom_146.moving.up.delay'
rocksndiamonds: - dynamic token: 'custom_146.moving.up.anim_mode'
rocksndiamonds: - dynamic token: 'custom_148.moving.down'
rocksndiamonds: - dynamic token: 'custom_148.moving.down.xpos'
rocksndiamonds: - dynamic token: 'custom_148.moving.down.ypos'
rocksndiamonds: - dynamic token: 'custom_148.moving.down.frames'
rocksndiamonds: - dynamic token: 'custom_148.moving.down.delay'
rocksndiamonds: - dynamic token: 'custom_148.moving.up'
rocksndiamonds: - dynamic token: 'custom_148.moving.up.xpos'
rocksndiamonds: - dynamic token: 'custom_148.moving.up.ypos'
rocksndiamonds: - dynamic token: 'custom_148.moving.up.frames'
rocksndiamonds: - dynamic token: 'custom_148.moving.up.delay'
rocksndiamonds: - dynamic token: 'custom_148.moving.up.anim_mode'
rocksndiamonds: - dynamic token: 'custom_173.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_173.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_173.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_173.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_173.digging.left'
rocksndiamonds: - dynamic token: 'custom_173.digging.left.xpos'
rocksndiamonds: - dynamic token: 'custom_173.digging.left.ypos'
rocksndiamonds: - dynamic token: 'custom_173.digging.left.frames'
rocksndiamonds: - dynamic token: 'custom_173.digging.left.delay'
rocksndiamonds: - dynamic token: 'custom_173.digging.left.anim_mode'
rocksndiamonds: - dynamic token: 'custom_173.digging.right'
rocksndiamonds: - dynamic token: 'custom_173.digging.right.xpos'
rocksndiamonds: - dynamic token: 'custom_173.digging.right.ypos'
rocksndiamonds: - dynamic token: 'custom_173.digging.right.frames'
rocksndiamonds: - dynamic token: 'custom_173.digging.right.delay'
rocksndiamonds: - dynamic token: 'custom_173.digging.right.anim_mode'
rocksndiamonds: - dynamic token: 'custom_173.digging.up'
rocksndiamonds: - dynamic token: 'custom_173.digging.up.xpos'
rocksndiamonds: - dynamic token: 'custom_173.digging.up.ypos'
rocksndiamonds: - dynamic token: 'custom_173.digging.up.frames'
rocksndiamonds: - dynamic token: 'custom_173.digging.up.delay'
rocksndiamonds: - dynamic token: 'custom_173.digging.up.anim_mode'
rocksndiamonds: - dynamic token: 'custom_173.digging.down'
rocksndiamonds: - dynamic token: 'custom_173.digging.down.xpos'
rocksndiamonds: - dynamic token: 'custom_173.digging.down.ypos'
rocksndiamonds: - dynamic token: 'custom_173.digging.down.frames'
rocksndiamonds: - dynamic token: 'custom_173.digging.down.delay'
rocksndiamonds: - dynamic token: 'custom_173.digging.down.anim_mode'
rocksndiamonds: - dynamic token: 'custom_173.digging.left.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_173.digging.left.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_173.digging.left.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_173.digging.left.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_173.digging.left.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_173.digging.left.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'custom_173.digging.right.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_173.digging.right.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_173.digging.right.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_173.digging.right.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_173.digging.right.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_173.digging.right.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'custom_173.digging.up.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_173.digging.up.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_173.digging.up.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_173.digging.up.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_173.digging.up.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_173.digging.up.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'custom_173.digging.down.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_173.digging.down.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_173.digging.down.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_173.digging.down.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_173.digging.down.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_173.digging.down.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'sp_zonk.falling'
rocksndiamonds: - dynamic token: 'sp_zonk.falling.xpos'
rocksndiamonds: - dynamic token: 'sp_zonk.falling.ypos'
rocksndiamonds: - dynamic token: 'sp_zonk.falling.frames'
rocksndiamonds: - dynamic token: 'sp_zonk.falling.delay'
rocksndiamonds: - dynamic token: 'penguin.EDITOR'
rocksndiamonds: - dynamic token: 'penguin.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'penguin.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'sokoban_object.EDITOR'
rocksndiamonds: - dynamic token: 'sokoban_object.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'sokoban_object.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'sp_disk_orange.EDITOR'
rocksndiamonds: - dynamic token: 'sp_disk_orange.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'sp_disk_orange.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'sp_disk_yellow.EDITOR'
rocksndiamonds: - dynamic token: 'sp_disk_yellow.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'sp_disk_yellow.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'sp_disk_red.EDITOR'
rocksndiamonds: - dynamic token: 'sp_disk_red.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'sp_disk_red.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'sp_base.digging.left'
rocksndiamonds: - dynamic token: 'sp_base.digging.left.xpos'
rocksndiamonds: - dynamic token: 'sp_base.digging.left.ypos'
rocksndiamonds: - dynamic token: 'sp_base.digging.left.frames'
rocksndiamonds: - dynamic token: 'sp_base.digging.left.delay'
rocksndiamonds: - dynamic token: 'sp_base.digging.left.anim_mode'
rocksndiamonds: - dynamic token: 'sp_base.digging.right'
rocksndiamonds: - dynamic token: 'sp_base.digging.right.xpos'
rocksndiamonds: - dynamic token: 'sp_base.digging.right.ypos'
rocksndiamonds: - dynamic token: 'sp_base.digging.right.frames'
rocksndiamonds: - dynamic token: 'sp_base.digging.right.delay'
rocksndiamonds: - dynamic token: 'sp_base.digging.right.anim_mode'
rocksndiamonds: - dynamic token: 'sp_base.digging.up'
rocksndiamonds: - dynamic token: 'sp_base.digging.up.xpos'
rocksndiamonds: - dynamic token: 'sp_base.digging.up.ypos'
rocksndiamonds: - dynamic token: 'sp_base.digging.up.frames'
rocksndiamonds: - dynamic token: 'sp_base.digging.up.delay'
rocksndiamonds: - dynamic token: 'sp_base.digging.up.anim_mode'
rocksndiamonds: - dynamic token: 'sp_base.digging.down'
rocksndiamonds: - dynamic token: 'sp_base.digging.down.xpos'
rocksndiamonds: - dynamic token: 'sp_base.digging.down.ypos'
rocksndiamonds: - dynamic token: 'sp_base.digging.down.frames'
rocksndiamonds: - dynamic token: 'sp_base.digging.down.delay'
rocksndiamonds: - dynamic token: 'sp_base.digging.down.anim_mode'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.up'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.up.xpos'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.up.ypos'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.up.frames'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.up.anim_mode'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.up.delay'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.up.global_sync'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.down'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.down.xpos'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.down.ypos'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.down.frames'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.down.anim_mode'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.down.delay'
rocksndiamonds: - dynamic token: 'sp_murphy.moving.down.global_sync'
rocksndiamonds: - dynamic token: 'sp_murphy.pushing.up'
rocksndiamonds: - dynamic token: 'sp_murphy.pushing.up.xpos'
rocksndiamonds: - dynamic token: 'sp_murphy.pushing.up.ypos'
rocksndiamonds: - dynamic token: 'sp_murphy.pushing.up.frames'
rocksndiamonds: - dynamic token: 'sp_murphy.pushing.down'
rocksndiamonds: - dynamic token: 'sp_murphy.pushing.down.xpos'
rocksndiamonds: - dynamic token: 'sp_murphy.pushing.down.ypos'
rocksndiamonds: - dynamic token: 'sp_murphy.pushing.down.frames'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.up'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.up.xpos'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.up.ypos'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.up.frames'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.up.anim_mode'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.up.delay'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.up.global_sync'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.down'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.down.xpos'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.down.ypos'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.down.frames'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.down.anim_mode'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.down.delay'
rocksndiamonds: - dynamic token: 'sp_murphy.digging.down.global_sync'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.up'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.up.xpos'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.up.ypos'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.up.frames'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.up.anim_mode'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.up.delay'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.up.global_sync'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.down'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.down.xpos'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.down.ypos'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.down.frames'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.down.anim_mode'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.down.delay'
rocksndiamonds: - dynamic token: 'sp_murphy.collecting.down.global_sync'
rocksndiamonds: - dynamic token: 'em_key_1.EDITOR'
rocksndiamonds: - dynamic token: 'em_key_1.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'em_key_1.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'em_key_2.EDITOR'
rocksndiamonds: - dynamic token: 'em_key_2.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'em_key_2.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'em_key_3.EDITOR'
rocksndiamonds: - dynamic token: 'em_key_3.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'em_key_3.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'em_key_4.EDITOR'
rocksndiamonds: - dynamic token: 'em_key_4.EDITOR.xpos'
rocksndiamonds: - dynamic token: 'em_key_4.EDITOR.ypos'
rocksndiamonds: - dynamic token: 'custom_193.right'
rocksndiamonds: - dynamic token: 'custom_193.right.xpos'
rocksndiamonds: - dynamic token: 'custom_193.right.ypos'
rocksndiamonds: - dynamic token: 'custom_193.right.frames'
rocksndiamonds: - dynamic token: 'custom_193.left'
rocksndiamonds: - dynamic token: 'custom_193.left.xpos'
rocksndiamonds: - dynamic token: 'custom_193.left.ypos'
rocksndiamonds: - dynamic token: 'custom_193.left.frames'
rocksndiamonds: - dynamic token: 'custom_193.up'
rocksndiamonds: - dynamic token: 'custom_193.up.xpos'
rocksndiamonds: - dynamic token: 'custom_193.up.ypos'
rocksndiamonds: - dynamic token: 'custom_193.up.frames'
rocksndiamonds: - dynamic token: 'custom_193.down'
rocksndiamonds: - dynamic token: 'custom_193.down.xpos'
rocksndiamonds: - dynamic token: 'custom_193.down.ypos'
rocksndiamonds: - dynamic token: 'custom_193.down.frames'
rocksndiamonds: - dynamic token: 'custom_193.moving.right'
rocksndiamonds: - dynamic token: 'custom_193.moving.right.xpos'
rocksndiamonds: - dynamic token: 'custom_193.moving.right.ypos'
rocksndiamonds: - dynamic token: 'custom_193.moving.right.frames'
rocksndiamonds: - dynamic token: 'custom_193.moving.right.delay'
rocksndiamonds: - dynamic token: 'custom_193.moving.right.global_sync'
rocksndiamonds: - dynamic token: 'custom_193.moving.left'
rocksndiamonds: - dynamic token: 'custom_193.moving.left.xpos'
rocksndiamonds: - dynamic token: 'custom_193.moving.left.ypos'
rocksndiamonds: - dynamic token: 'custom_193.moving.left.frames'
rocksndiamonds: - dynamic token: 'custom_193.moving.left.delay'
rocksndiamonds: - dynamic token: 'custom_193.moving.left.global_sync'
rocksndiamonds: - dynamic token: 'custom_193.moving.up'
rocksndiamonds: - dynamic token: 'custom_193.moving.up.xpos'
rocksndiamonds: - dynamic token: 'custom_193.moving.up.ypos'
rocksndiamonds: - dynamic token: 'custom_193.moving.up.frames'
rocksndiamonds: - dynamic token: 'custom_193.moving.up.delay'
rocksndiamonds: - dynamic token: 'custom_193.moving.up.global_sync'
rocksndiamonds: - dynamic token: 'custom_193.moving.down'
rocksndiamonds: - dynamic token: 'custom_193.moving.down.xpos'
rocksndiamonds: - dynamic token: 'custom_193.moving.down.ypos'
rocksndiamonds: - dynamic token: 'custom_193.moving.down.frames'
rocksndiamonds: - dynamic token: 'custom_193.moving.down.delay'
rocksndiamonds: - dynamic token: 'custom_193.moving.down.global_sync'
rocksndiamonds: - dynamic token: 'custom_196.right'
rocksndiamonds: - dynamic token: 'custom_196.right.xpos'
rocksndiamonds: - dynamic token: 'custom_196.right.ypos'
rocksndiamonds: - dynamic token: 'custom_196.right.frames'
rocksndiamonds: - dynamic token: 'custom_196.left'
rocksndiamonds: - dynamic token: 'custom_196.left.xpos'
rocksndiamonds: - dynamic token: 'custom_196.left.ypos'
rocksndiamonds: - dynamic token: 'custom_196.left.frames'
rocksndiamonds: - dynamic token: 'custom_196.up'
rocksndiamonds: - dynamic token: 'custom_196.up.xpos'
rocksndiamonds: - dynamic token: 'custom_196.up.ypos'
rocksndiamonds: - dynamic token: 'custom_196.up.frames'
rocksndiamonds: - dynamic token: 'custom_196.down'
rocksndiamonds: - dynamic token: 'custom_196.down.xpos'
rocksndiamonds: - dynamic token: 'custom_196.down.ypos'
rocksndiamonds: - dynamic token: 'custom_196.down.frames'
rocksndiamonds: - dynamic token: 'custom_196.moving.right'
rocksndiamonds: - dynamic token: 'custom_196.moving.right.xpos'
rocksndiamonds: - dynamic token: 'custom_196.moving.right.ypos'
rocksndiamonds: - dynamic token: 'custom_196.moving.right.frames'
rocksndiamonds: - dynamic token: 'custom_196.moving.right.delay'
rocksndiamonds: - dynamic token: 'custom_196.moving.right.global_sync'
rocksndiamonds: - dynamic token: 'custom_196.moving.left'
rocksndiamonds: - dynamic token: 'custom_196.moving.left.xpos'
rocksndiamonds: - dynamic token: 'custom_196.moving.left.ypos'
rocksndiamonds: - dynamic token: 'custom_196.moving.left.frames'
rocksndiamonds: - dynamic token: 'custom_196.moving.left.delay'
rocksndiamonds: - dynamic token: 'custom_196.moving.left.global_sync'
rocksndiamonds: - dynamic token: 'custom_196.moving.up'
rocksndiamonds: - dynamic token: 'custom_196.moving.up.xpos'
rocksndiamonds: - dynamic token: 'custom_196.moving.up.ypos'
rocksndiamonds: - dynamic token: 'custom_196.moving.up.frames'
rocksndiamonds: - dynamic token: 'custom_196.moving.up.delay'
rocksndiamonds: - dynamic token: 'custom_196.moving.up.global_sync'
rocksndiamonds: - dynamic token: 'custom_196.moving.down'
rocksndiamonds: - dynamic token: 'custom_196.moving.down.xpos'
rocksndiamonds: - dynamic token: 'custom_196.moving.down.ypos'
rocksndiamonds: - dynamic token: 'custom_196.moving.down.frames'
rocksndiamonds: - dynamic token: 'custom_196.moving.down.delay'
rocksndiamonds: - dynamic token: 'custom_196.moving.down.global_sync'
rocksndiamonds: - dynamic token: 'custom_206.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_206.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_206.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_206.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_206.digging.left'
rocksndiamonds: - dynamic token: 'custom_206.digging.left.xpos'
rocksndiamonds: - dynamic token: 'custom_206.digging.left.ypos'
rocksndiamonds: - dynamic token: 'custom_206.digging.left.frames'
rocksndiamonds: - dynamic token: 'custom_206.digging.left.delay'
rocksndiamonds: - dynamic token: 'custom_206.digging.left.anim_mode'
rocksndiamonds: - dynamic token: 'custom_206.digging.right'
rocksndiamonds: - dynamic token: 'custom_206.digging.right.xpos'
rocksndiamonds: - dynamic token: 'custom_206.digging.right.ypos'
rocksndiamonds: - dynamic token: 'custom_206.digging.right.frames'
rocksndiamonds: - dynamic token: 'custom_206.digging.right.delay'
rocksndiamonds: - dynamic token: 'custom_206.digging.right.anim_mode'
rocksndiamonds: - dynamic token: 'custom_206.digging.up'
rocksndiamonds: - dynamic token: 'custom_206.digging.up.xpos'
rocksndiamonds: - dynamic token: 'custom_206.digging.up.ypos'
rocksndiamonds: - dynamic token: 'custom_206.digging.up.frames'
rocksndiamonds: - dynamic token: 'custom_206.digging.up.delay'
rocksndiamonds: - dynamic token: 'custom_206.digging.up.anim_mode'
rocksndiamonds: - dynamic token: 'custom_206.digging.down'
rocksndiamonds: - dynamic token: 'custom_206.digging.down.xpos'
rocksndiamonds: - dynamic token: 'custom_206.digging.down.ypos'
rocksndiamonds: - dynamic token: 'custom_206.digging.down.frames'
rocksndiamonds: - dynamic token: 'custom_206.digging.down.delay'
rocksndiamonds: - dynamic token: 'custom_206.digging.down.anim_mode'
rocksndiamonds: - dynamic token: 'custom_206.digging.left.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_206.digging.left.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_206.digging.left.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_206.digging.left.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_206.digging.left.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_206.digging.left.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'custom_206.digging.right.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_206.digging.right.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_206.digging.right.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_206.digging.right.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_206.digging.right.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_206.digging.right.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'custom_206.digging.up.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_206.digging.up.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_206.digging.up.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_206.digging.up.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_206.digging.up.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_206.digging.up.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'custom_206.digging.down.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_206.digging.down.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_206.digging.down.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_206.digging.down.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_206.digging.down.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_206.digging.down.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'custom_207.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_207.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_207.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_207.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_207.digging.left'
rocksndiamonds: - dynamic token: 'custom_207.digging.left.xpos'
rocksndiamonds: - dynamic token: 'custom_207.digging.left.ypos'
rocksndiamonds: - dynamic token: 'custom_207.digging.left.frames'
rocksndiamonds: - dynamic token: 'custom_207.digging.left.delay'
rocksndiamonds: - dynamic token: 'custom_207.digging.left.anim_mode'
rocksndiamonds: - dynamic token: 'custom_207.digging.right'
rocksndiamonds: - dynamic token: 'custom_207.digging.right.xpos'
rocksndiamonds: - dynamic token: 'custom_207.digging.right.ypos'
rocksndiamonds: - dynamic token: 'custom_207.digging.right.frames'
rocksndiamonds: - dynamic token: 'custom_207.digging.right.delay'
rocksndiamonds: - dynamic token: 'custom_207.digging.right.anim_mode'
rocksndiamonds: - dynamic token: 'custom_207.digging.up'
rocksndiamonds: - dynamic token: 'custom_207.digging.up.xpos'
rocksndiamonds: - dynamic token: 'custom_207.digging.up.ypos'
rocksndiamonds: - dynamic token: 'custom_207.digging.up.frames'
rocksndiamonds: - dynamic token: 'custom_207.digging.up.delay'
rocksndiamonds: - dynamic token: 'custom_207.digging.up.anim_mode'
rocksndiamonds: - dynamic token: 'custom_207.digging.down'
rocksndiamonds: - dynamic token: 'custom_207.digging.down.xpos'
rocksndiamonds: - dynamic token: 'custom_207.digging.down.ypos'
rocksndiamonds: - dynamic token: 'custom_207.digging.down.frames'
rocksndiamonds: - dynamic token: 'custom_207.digging.down.delay'
rocksndiamonds: - dynamic token: 'custom_207.digging.down.anim_mode'
rocksndiamonds: - dynamic token: 'custom_207.digging.left.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_207.digging.left.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_207.digging.left.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_207.digging.left.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_207.digging.left.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_207.digging.left.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'custom_207.digging.right.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_207.digging.right.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_207.digging.right.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_207.digging.right.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_207.digging.right.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_207.digging.right.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'custom_207.digging.up.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_207.digging.up.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_207.digging.up.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_207.digging.up.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_207.digging.up.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_207.digging.up.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'custom_207.digging.down.CRUMBLED'
rocksndiamonds: - dynamic token: 'custom_207.digging.down.CRUMBLED.xpos'
rocksndiamonds: - dynamic token: 'custom_207.digging.down.CRUMBLED.ypos'
rocksndiamonds: - dynamic token: 'custom_207.digging.down.CRUMBLED.frames'
rocksndiamonds: - dynamic token: 'custom_207.digging.down.CRUMBLED.delay'
rocksndiamonds: - dynamic token: 'custom_207.digging.down.CRUMBLED.anim_mode'
rocksndiamonds: - dynamic token: 'custom_208.falling'
rocksndiamonds: - dynamic token: 'custom_208.falling.xpos'
rocksndiamonds: - dynamic token: 'custom_208.falling.ypos'
rocksndiamonds: - dynamic token: 'custom_208.falling.frames'
rocksndiamonds: - dynamic token: 'custom_208.falling.delay'
rocksndiamonds: - dynamic token: 'custom_208.moving.left'
rocksndiamonds: - dynamic token: 'custom_208.moving.left.xpos'
rocksndiamonds: - dynamic token: 'custom_208.moving.left.ypos'
rocksndiamonds: - dynamic token: 'custom_208.moving.left.frames'
rocksndiamonds: - dynamic token: 'custom_208.moving.left.delay'
rocksndiamonds: - dynamic token: 'custom_208.moving.left.anim_mode'
rocksndiamonds: - dynamic token: 'custom_208.moving.right'
rocksndiamonds: - dynamic token: 'custom_208.moving.right.xpos'
rocksndiamonds: - dynamic token: 'custom_208.moving.right.ypos'
rocksndiamonds: - dynamic token: 'custom_208.moving.right.frames'
rocksndiamonds: - dynamic token: 'custom_208.moving.right.start_frame'
rocksndiamonds: - dynamic token: 'custom_208.moving.right.delay'
rocksndiamonds: - dynamic token: 'custom_208.pushing.left'
rocksndiamonds: - dynamic token: 'custom_208.pushing.left.xpos'
rocksndiamonds: - dynamic token: 'custom_208.pushing.left.ypos'
rocksndiamonds: - dynamic token: 'custom_208.pushing.left.frames'
rocksndiamonds: - dynamic token: 'custom_208.pushing.left.delay'
rocksndiamonds: - dynamic token: 'custom_208.pushing.left.anim_mode'
rocksndiamonds: - dynamic token: 'custom_208.pushing.right'
rocksndiamonds: - dynamic token: 'custom_208.pushing.right.xpos'
rocksndiamonds: - dynamic token: 'custom_208.pushing.right.ypos'
rocksndiamonds: - dynamic token: 'custom_208.pushing.right.frames'
rocksndiamonds: - dynamic token: 'custom_208.pushing.right.start_frame'
rocksndiamonds: - dynamic token: 'custom_208.pushing.right.delay'
rocksndiamonds: - dynamic token: 'custom_209.falling'
rocksndiamonds: - dynamic token: 'custom_209.falling.xpos'
rocksndiamonds: - dynamic token: 'custom_209.falling.ypos'
rocksndiamonds: - dynamic token: 'custom_209.falling.frames'
rocksndiamonds: - dynamic token: 'custom_209.falling.delay'
rocksndiamonds: - dynamic token: 'custom_209.moving.left'
rocksndiamonds: - dynamic token: 'custom_209.moving.left.xpos'
rocksndiamonds: - dynamic token: 'custom_209.moving.left.ypos'
rocksndiamonds: - dynamic token: 'custom_209.moving.left.frames'
rocksndiamonds: - dynamic token: 'custom_209.moving.left.delay'
rocksndiamonds: - dynamic token: 'custom_209.moving.left.anim_mode'
rocksndiamonds: - dynamic token: 'custom_209.moving.right'
rocksndiamonds: - dynamic token: 'custom_209.moving.right.xpos'
rocksndiamonds: - dynamic token: 'custom_209.moving.right.ypos'
rocksndiamonds: - dynamic token: 'custom_209.moving.right.frames'
rocksndiamonds: - dynamic token: 'custom_209.moving.right.start_frame'
rocksndiamonds: - dynamic token: 'custom_209.moving.right.delay'
rocksndiamonds: - dynamic token: 'custom_209.pushing.left'
rocksndiamonds: - dynamic token: 'custom_209.pushing.left.xpos'
rocksndiamonds: - dynamic token: 'custom_209.pushing.left.ypos'
rocksndiamonds: - dynamic token: 'custom_209.pushing.left.frames'
rocksndiamonds: - dynamic token: 'custom_209.pushing.left.delay'
rocksndiamonds: - dynamic token: 'custom_209.pushing.left.anim_mode'
rocksndiamonds: - dynamic token: 'custom_209.pushing.right'
rocksndiamonds: - dynamic token: 'custom_209.pushing.right.xpos'
rocksndiamonds: - dynamic token: 'custom_209.pushing.right.ypos'
rocksndiamonds: - dynamic token: 'custom_209.pushing.right.frames'
rocksndiamonds: - dynamic token: 'custom_209.pushing.right.start_frame'
rocksndiamonds: - dynamic token: 'custom_209.pushing.right.delay'
rocksndiamonds: - dynamic token: 'player_1.boring'
rocksndiamonds: - dynamic token: 'player_1.boring.xpos'
rocksndiamonds: - dynamic token: 'player_1.boring.ypos'
rocksndiamonds: - dynamic token: 'player_1.boring.frames'
rocksndiamonds: - dynamic token: 'player_1.boring.delay'
rocksndiamonds: - dynamic token: 'player_1.boring.anim_mode'
rocksndiamonds: - dynamic token: 'player_1.boring[1]'
rocksndiamonds: - dynamic token: 'player_1.boring[1].xpos'
rocksndiamonds: - dynamic token: 'player_1.boring[1].ypos'
rocksndiamonds: - dynamic token: 'player_1.boring[1].frames'
rocksndiamonds: - dynamic token: 'player_1.boring[1].delay'
rocksndiamonds: - dynamic token: 'player_1.boring[1].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[1].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[1].post_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[1].post_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[2]'
rocksndiamonds: - dynamic token: 'player_1.boring[2].xpos'
rocksndiamonds: - dynamic token: 'player_1.boring[2].ypos'
rocksndiamonds: - dynamic token: 'player_1.boring[2].frames'
rocksndiamonds: - dynamic token: 'player_1.boring[2].delay'
rocksndiamonds: - dynamic token: 'player_1.boring[2].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[2].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[2].post_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[2].post_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[3]'
rocksndiamonds: - dynamic token: 'player_1.boring[3].xpos'
rocksndiamonds: - dynamic token: 'player_1.boring[3].ypos'
rocksndiamonds: - dynamic token: 'player_1.boring[3].frames'
rocksndiamonds: - dynamic token: 'player_1.boring[3].delay'
rocksndiamonds: - dynamic token: 'player_1.boring[3].anim_mode'
rocksndiamonds: - dynamic token: 'player_1.boring[3].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[3].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[3].post_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[3].post_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[4]'
rocksndiamonds: - dynamic token: 'player_1.boring[4].xpos'
rocksndiamonds: - dynamic token: 'player_1.boring[4].ypos'
rocksndiamonds: - dynamic token: 'player_1.boring[4].frames'
rocksndiamonds: - dynamic token: 'player_1.boring[4].delay'
rocksndiamonds: - dynamic token: 'player_1.boring[4].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[4].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[4].post_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[4].post_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[5]'
rocksndiamonds: - dynamic token: 'player_1.boring[5].xpos'
rocksndiamonds: - dynamic token: 'player_1.boring[5].ypos'
rocksndiamonds: - dynamic token: 'player_1.boring[5].frames'
rocksndiamonds: - dynamic token: 'player_1.boring[5].delay'
rocksndiamonds: - dynamic token: 'player_1.boring[5].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[5].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[5].post_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[5].post_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[6]'
rocksndiamonds: - dynamic token: 'player_1.boring[6].xpos'
rocksndiamonds: - dynamic token: 'player_1.boring[6].ypos'
rocksndiamonds: - dynamic token: 'player_1.boring[6].frames'
rocksndiamonds: - dynamic token: 'player_1.boring[6].delay'
rocksndiamonds: - dynamic token: 'player_1.boring[6].anim_mode'
rocksndiamonds: - dynamic token: 'player_1.boring[6].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[6].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[6].post_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[6].post_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[7]'
rocksndiamonds: - dynamic token: 'player_1.boring[7].xpos'
rocksndiamonds: - dynamic token: 'player_1.boring[7].ypos'
rocksndiamonds: - dynamic token: 'player_1.boring[7].frames'
rocksndiamonds: - dynamic token: 'player_1.boring[7].delay'
rocksndiamonds: - dynamic token: 'player_1.boring[7].anim_mode'
rocksndiamonds: - dynamic token: 'player_1.boring[7].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[7].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[7].post_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[7].post_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[8]'
rocksndiamonds: - dynamic token: 'player_1.boring[8].xpos'
rocksndiamonds: - dynamic token: 'player_1.boring[8].ypos'
rocksndiamonds: - dynamic token: 'player_1.boring[8].frames'
rocksndiamonds: - dynamic token: 'player_1.boring[8].delay'
rocksndiamonds: - dynamic token: 'player_1.boring[8].anim_mode'
rocksndiamonds: - dynamic token: 'player_1.boring[8].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[8].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[8].post_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[8].post_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[9]'
rocksndiamonds: - dynamic token: 'player_1.boring[9].xpos'
rocksndiamonds: - dynamic token: 'player_1.boring[9].ypos'
rocksndiamonds: - dynamic token: 'player_1.boring[9].frames'
rocksndiamonds: - dynamic token: 'player_1.boring[9].delay'
rocksndiamonds: - dynamic token: 'player_1.boring[9].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[9].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[9].post_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[9].post_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[10]'
rocksndiamonds: - dynamic token: 'player_1.boring[10].xpos'
rocksndiamonds: - dynamic token: 'player_1.boring[10].ypos'
rocksndiamonds: - dynamic token: 'player_1.boring[10].frames'
rocksndiamonds: - dynamic token: 'player_1.boring[10].delay'
rocksndiamonds: - dynamic token: 'player_1.boring[10].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[10].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.boring[10].post_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.boring[10].post_delay_random'
rocksndiamonds: - dynamic token: 'player_1.sleeping[1]'
rocksndiamonds: - dynamic token: 'player_1.sleeping[1].xpos'
rocksndiamonds: - dynamic token: 'player_1.sleeping[1].ypos'
rocksndiamonds: - dynamic token: 'player_1.sleeping[1].frames'
rocksndiamonds: - dynamic token: 'player_1.sleeping[1].delay'
rocksndiamonds: - dynamic token: 'player_1.sleeping[1].anim_mode'
rocksndiamonds: - dynamic token: 'player_1.sleeping[1].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.sleeping[1].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.sleeping[2]'
rocksndiamonds: - dynamic token: 'player_1.sleeping[2].xpos'
rocksndiamonds: - dynamic token: 'player_1.sleeping[2].ypos'
rocksndiamonds: - dynamic token: 'player_1.sleeping[2].frames'
rocksndiamonds: - dynamic token: 'player_1.sleeping[2].delay'
rocksndiamonds: - dynamic token: 'player_1.sleeping[2].anim_mode'
rocksndiamonds: - dynamic token: 'player_1.sleeping[2].anim_delay_fixed'
rocksndiamonds: - dynamic token: 'player_1.sleeping[2].anim_delay_random'
rocksndiamonds: - dynamic token: 'player_1.sleeping'
rocksndiamonds: - dynamic token: 'player_1.sleeping.xpos'
rocksndiamonds: - dynamic token: 'player_1.sleeping.ypos'
rocksndiamonds: - dynamic token: 'player_1.sleeping.frames'
rocksndiamonds: - dynamic token: 'player_1.sleeping.delay'
rocksndiamonds: - dynamic token: 'player_1.sleeping.anim_mode'
-------------------------------------------------------------------------------
rocksndiamonds: dynamic token(s) found in config file:
rocksndiamonds: - config file: '/home/bryan/.rocksndiamonds/levels/BD2K3/sounds/./soundsinfo.conf'
rocksndiamonds: - dynamic token: 'custom_164.collecting'
rocksndiamonds: - dynamic token: 'custom_165.collecting'
rocksndiamonds: - dynamic token: 'custom_166.collecting'
rocksndiamonds: - dynamic token: 'custom_167.collecting'
rocksndiamonds: - dynamic token: 'custom_168.collecting'
rocksndiamonds: - dynamic token: 'custom_169.collecting'
rocksndiamonds: - dynamic token: 'timegate_switch.activating'
rocksndiamonds: - dynamic token: 'timegate_switch.active'
rocksndiamonds: - dynamic token: 'timegate_switch.deactivating'
rocksndiamonds: - dynamic token: 'timegate.opening'
rocksndiamonds: - dynamic token: 'custom_173.digging'
rocksndiamonds: - dynamic token: 'custom_134'
rocksndiamonds: - dynamic token: 'custom_134.mode_loop'
rocksndiamonds: - dynamic token: 'custom_48'
rocksndiamonds: - dynamic token: 'custom_49'
rocksndiamonds: - dynamic token: 'custom_72'
rocksndiamonds: - dynamic token: 'custom_73'
rocksndiamonds: - dynamic token: 'custom_78'
rocksndiamonds: - dynamic token: 'custom_79'
rocksndiamonds: - dynamic token: 'custom_87'
rocksndiamonds: - dynamic token: 'custom_88'
rocksndiamonds: - dynamic token: 'custom_76'
rocksndiamonds: - dynamic token: 'custom_76.mode_loop'
rocksndiamonds: - dynamic token: 'custom_77'
rocksndiamonds: - dynamic token: 'custom_77.mode_loop'
rocksndiamonds: - dynamic token: 'custom_50'
rocksndiamonds: - dynamic token: 'custom_50.mode_loop'
rocksndiamonds: - dynamic token: 'custom_171'
rocksndiamonds: - dynamic token: 'custom_171.mode_loop'
rocksndiamonds: - dynamic token: 'custom_106.pushing'
rocksndiamonds: - dynamic token: 'custom_109.pushing'
rocksndiamonds: - dynamic token: 'custom_112.pushing'
rocksndiamonds: - dynamic token: 'custom_115.pushing'
rocksndiamonds: - dynamic token: 'custom_105'
rocksndiamonds: - dynamic token: 'custom_105.mode_loop'
rocksndiamonds: - dynamic token: 'custom_108'
rocksndiamonds: - dynamic token: 'custom_108.mode_loop'
rocksndiamonds: - dynamic token: 'custom_111'
rocksndiamonds: - dynamic token: 'custom_111.mode_loop'
rocksndiamonds: - dynamic token: 'custom_114'
rocksndiamonds: - dynamic token: 'custom_114.mode_loop'
rocksndiamonds: - dynamic token: 'custom_41.pushing'
rocksndiamonds: - dynamic token: 'custom_47'
rocksndiamonds: - dynamic token: 'custom_47.mode_loop'
rocksndiamonds: - dynamic token: 'custom_121'
rocksndiamonds: - dynamic token: 'custom_121.mode_loop'
rocksndiamonds: - dynamic token: 'custom_122'
rocksndiamonds: - dynamic token: 'custom_122.mode_loop'
rocksndiamonds: - dynamic token: 'custom_117.pushing'
rocksndiamonds: - dynamic token: 'custom_131'
rocksndiamonds: - dynamic token: 'custom_131.mode_loop'
rocksndiamonds: - dynamic token: 'custom_132'
rocksndiamonds: - dynamic token: 'custom_132.mode_loop'
rocksndiamonds: - dynamic token: 'custom_91.impact'
rocksndiamonds: - dynamic token: 'custom_91.pushing'
rocksndiamonds: - dynamic token: 'envelope_1.collecting'
rocksndiamonds: - dynamic token: 'envelope_2.collecting'
rocksndiamonds: - dynamic token: 'envelope_3.collecting'
rocksndiamonds: - dynamic token: 'envelope_4.collecting'
rocksndiamonds: - dynamic token: 'emerald.collecting'
rocksndiamonds: - dynamic token: 'emerald.impact'
rocksndiamonds: - dynamic token: 'emerald_yellow.collecting'
rocksndiamonds: - dynamic token: 'emerald_yellow.impact'
rocksndiamonds: - dynamic token: 'emerald_red.collecting'
rocksndiamonds: - dynamic token: 'emerald_red.impact'
rocksndiamonds: - dynamic token: 'emerald_purple.collecting'
rocksndiamonds: - dynamic token: 'emerald_purple.impact'
rocksndiamonds: - dynamic token: 'custom_71.collecting'
rocksndiamonds: - dynamic token: 'custom_96.collecting'
rocksndiamonds: - dynamic token: 'custom_123.collecting'
rocksndiamonds: - dynamic token: 'custom_126.collecting'
rocksndiamonds: - dynamic token: 'bomb.exploding'
rocksndiamonds: - dynamic token: 'dx_supabomb.exploding'
rocksndiamonds: - dynamic token: '[dynamite].exploding'
rocksndiamonds: - dynamic token: 'custom_43.impact'
rocksndiamonds: - dynamic token: 'custom_43.pushing'
rocksndiamonds: - dynamic token: 'custom_43.exploding'
rocksndiamonds: - dynamic token: 'custom_44.pushing'
rocksndiamonds: - dynamic token: 'custom_44.exploding'
rocksndiamonds: - dynamic token: 'dynabomb.exploding'
rocksndiamonds: - dynamic token: 'black_orb.exploding'
rocksndiamonds: - dynamic token: 'custom_208.pushing'
rocksndiamonds: - dynamic token: 'custom_208.impact'
rocksndiamonds: - dynamic token: 'custom_209.pushing'
rocksndiamonds: - dynamic token: 'custom_209.impact'
rocksndiamonds: - dynamic token: 'custom_51'
rocksndiamonds: - dynamic token: 'custom_51.mode_loop'
rocksndiamonds: - dynamic token: 'custom_52'
rocksndiamonds: - dynamic token: 'custom_52.mode_loop'
rocksndiamonds: - dynamic token: 'custom_53'
rocksndiamonds: - dynamic token: 'custom_53.mode_loop'
rocksndiamonds: - dynamic token: 'custom_54'
rocksndiamonds: - dynamic token: 'custom_54.mode_loop'
rocksndiamonds: - dynamic token: 'custom_55'
rocksndiamonds: - dynamic token: 'custom_55.mode_loop'
rocksndiamonds: - dynamic token: 'custom_56'
rocksndiamonds: - dynamic token: 'custom_56.mode_loop'
rocksndiamonds: - dynamic token: 'custom_57'
rocksndiamonds: - dynamic token: 'custom_57.mode_loop'
rocksndiamonds: - dynamic token: 'custom_58'
rocksndiamonds: - dynamic token: 'custom_58.mode_loop'
rocksndiamonds: - dynamic token: 'custom_59'
rocksndiamonds: - dynamic token: 'custom_59.mode_loop'
rocksndiamonds: - dynamic token: 'custom_60'
rocksndiamonds: - dynamic token: 'custom_60.mode_loop'
rocksndiamonds: - dynamic token: 'custom_61'
rocksndiamonds: - dynamic token: 'custom_61.mode_loop'
rocksndiamonds: - dynamic token: 'custom_62'
rocksndiamonds: - dynamic token: 'custom_62.mode_loop'
rocksndiamonds: - dynamic token: 'custom_63'
rocksndiamonds: - dynamic token: 'custom_63.mode_loop'
rocksndiamonds: - dynamic token: 'custom_64'
rocksndiamonds: - dynamic token: 'custom_64.mode_loop'
rocksndiamonds: - dynamic token: 'custom_65'
rocksndiamonds: - dynamic token: 'custom_65.mode_loop'
rocksndiamonds: - dynamic token: 'custom_66'
rocksndiamonds: - dynamic token: 'custom_66.mode_loop'
rocksndiamonds: - dynamic token: 'custom_67'
rocksndiamonds: - dynamic token: 'custom_67.mode_loop'
rocksndiamonds: - dynamic token: 'custom_68'
rocksndiamonds: - dynamic token: 'custom_68.mode_loop'
rocksndiamonds: - dynamic token: 'custom_69'
rocksndiamonds: - dynamic token: 'custom_69.mode_loop'
rocksndiamonds: - dynamic token: 'custom_83'
rocksndiamonds: - dynamic token: 'custom_83.mode_loop'
rocksndiamonds: - dynamic token: 'custom_84'
rocksndiamonds: - dynamic token: 'custom_84.mode_loop'
rocksndiamonds: - dynamic token: 'custom_85'
rocksndiamonds: - dynamic token: 'custom_85.mode_loop'
rocksndiamonds: - dynamic token: 'custom_86'
rocksndiamonds: - dynamic token: 'custom_86.mode_loop'
rocksndiamonds: - dynamic token: 'custom_174'
rocksndiamonds: - dynamic token: 'custom_174.mode_loop'
rocksndiamonds: - dynamic token: 'custom_176'
rocksndiamonds: - dynamic token: 'custom_176.mode_loop'
rocksndiamonds: - dynamic token: 'custom_177'
rocksndiamonds: - dynamic token: 'custom_177.mode_loop'
rocksndiamonds: - dynamic token: 'custom_178'
rocksndiamonds: - dynamic token: 'custom_178.mode_loop'
rocksndiamonds: - dynamic token: 'custom_180'
rocksndiamonds: - dynamic token: 'custom_180.mode_loop'
rocksndiamonds: - dynamic token: 'custom_181'
rocksndiamonds: - dynamic token: 'custom_181.mode_loop'
rocksndiamonds: - dynamic token: 'custom_182'
rocksndiamonds: - dynamic token: 'custom_182.mode_loop'
rocksndiamonds: - dynamic token: 'custom_183'
rocksndiamonds: - dynamic token: 'custom_183.mode_loop'
rocksndiamonds: - dynamic token: 'custom_143'
rocksndiamonds: - dynamic token: 'custom_143.mode_loop'
rocksndiamonds: - dynamic token: 'custom_145'
rocksndiamonds: - dynamic token: 'custom_145.mode_loop'
rocksndiamonds: - dynamic token: 'custom_147'
rocksndiamonds: - dynamic token: 'custom_147.mode_loop'
rocksndiamonds: - dynamic token: 'custom_149'
rocksndiamonds: - dynamic token: 'custom_149.mode_loop'
rocksndiamonds: - dynamic token: 'custom_162'
rocksndiamonds: - dynamic token: 'custom_162.mode_loop'
rocksndiamonds: - dynamic token: 'custom_163'
rocksndiamonds: - dynamic token: 'custom_163.mode_loop'
rocksndiamonds: - dynamic token: 'custom_153.walking'
rocksndiamonds: - dynamic token: 'custom_154.walking'
rocksndiamonds: - dynamic token: 'custom_155.walking'
rocksndiamonds: - dynamic token: 'custom_156.walking'
rocksndiamonds: - dynamic token: 'custom_157.walking'
rocksndiamonds: - dynamic token: 'custom_158.walking'
rocksndiamonds: - dynamic token: 'custom_160.walking'
rocksndiamonds: - dynamic token: 'custom_161.walking'
rocksndiamonds: - dynamic token: 'custom_175'
rocksndiamonds: - dynamic token: 'custom_175.mode_loop'
rocksndiamonds: - dynamic token: 'custom_194'
rocksndiamonds: - dynamic token: 'custom_194.mode_loop'
rocksndiamonds: - dynamic token: 'custom_199'
rocksndiamonds: - dynamic token: 'custom_199.mode_loop'
rocksndiamonds: - dynamic token: 'custom_184'
rocksndiamonds: - dynamic token: 'custom_184.mode_loop'
rocksndiamonds: - dynamic token: 'custom_138'
rocksndiamonds: - dynamic token: 'custom_138.mode_loop'
rocksndiamonds: - dynamic token: 'custom_186'
rocksndiamonds: - dynamic token: 'custom_186.mode_loop'
rocksndiamonds: - dynamic token: 'custom_187'
rocksndiamonds: - dynamic token: 'custom_187.mode_loop'
rocksndiamonds: - dynamic token: 'custom_188'
rocksndiamonds: - dynamic token: 'custom_188.mode_loop'
rocksndiamonds: - dynamic token: 'custom_189'
rocksndiamonds: - dynamic token: 'custom_189.mode_loop'
rocksndiamonds: - dynamic token: 'custom_186.pushing'
rocksndiamonds: - dynamic token: 'custom_187.pushing'
rocksndiamonds: - dynamic token: 'custom_188.pushing'
rocksndiamonds: - dynamic token: 'custom_189.pushing'
rocksndiamonds: - dynamic token: 'custom_190'
rocksndiamonds: - dynamic token: 'custom_191'
rocksndiamonds: - dynamic token: 'custom_192'
rocksndiamonds: - dynamic token: 'custom_190.exploding'
rocksndiamonds: - dynamic token: 'custom_191.exploding'
rocksndiamonds: - dynamic token: 'custom_192.exploding'
rocksndiamonds: - dynamic token: 'custom_193.exploding'
rocksndiamonds: - dynamic token: 'custom_195.exploding'
rocksndiamonds: - dynamic token: 'custom_196.exploding'
rocksndiamonds: - dynamic token: 'custom_197.exploding'
rocksndiamonds: - dynamic token: 'custom_198.exploding'
rocksndiamonds: - dynamic token: 'custom_193.moving'
rocksndiamonds: - dynamic token: 'custom_195.moving'
rocksndiamonds: - dynamic token: 'custom_196.moving'
rocksndiamonds: - dynamic token: 'custom_197.moving'
rocksndiamonds: - dynamic token: 'custom_198.moving'
rocksndiamonds: - dynamic token: 'time_orb_full'
rocksndiamonds: - dynamic token: 'time_orb_full.mode_loop'
rocksndiamonds: - dynamic token: 'acid'
rocksndiamonds: - dynamic token: 'acid.mode_loop'
rocksndiamonds: - dynamic token: 'acid'
rocksndiamonds: - dynamic token: 'acid.mode_loop'
rocksndiamonds: - dynamic token: 'custom_170'
rocksndiamonds: - dynamic token: 'custom_170.mode_loop'
rocksndiamonds: - dynamic token: 'custom_211'
rocksndiamonds: - dynamic token: 'custom_201'
rocksndiamonds: - dynamic token: 'custom_202'
rocksndiamonds: - dynamic token: 'custom_203'
rocksndiamonds: - dynamic token: 'custom_204'
rocksndiamonds: - dynamic token: 'custom_205'
rocksndiamonds: - dynamic token: 'custom_230'
rocksndiamonds: - dynamic token: 'custom_230.exploding'
rocksndiamonds: - dynamic token: 'custom_243'
rocksndiamonds: - dynamic token: 'custom_244'
rocksndiamonds: - dynamic token: 'custom_245'
rocksndiamonds: - dynamic token: 'custom_246'
rocksndiamonds: - dynamic token: 'custom_213'
rocksndiamonds: - dynamic token: 'custom_214'
rocksndiamonds: - dynamic token: 'custom_216'
rocksndiamonds: - dynamic token: 'custom_217'
rocksndiamonds: - dynamic token: 'custom_219'
rocksndiamonds: - dynamic token: 'custom_220'
rocksndiamonds: - dynamic token: 'custom_221'
rocksndiamonds: - dynamic token: 'custom_222'
rocksndiamonds: - dynamic token: 'custom_223'
rocksndiamonds: - dynamic token: 'custom_226'
rocksndiamonds: - dynamic token: 'custom_239.digging'
rocksndiamonds: - dynamic token: 'custom_240.impact'
rocksndiamonds: - dynamic token: 'custom_240.pushing'
rocksndiamonds: - dynamic token: 'custom_241.collecting'
rocksndiamonds: - dynamic token: 'custom_241.impact'
rocksndiamonds: - dynamic token: 'custom_247'
rocksndiamonds: - dynamic token: 'custom_247.mode_loop'
rocksndiamonds: - dynamic token: 'custom_256'
rocksndiamonds: - dynamic token: 'custom_256.mode_loop'
rocksndiamonds: - dynamic token: 'player_1.sleeping[1]'
rocksndiamonds: - dynamic token: 'player_1.sleeping[2]'
rocksndiamonds: - dynamic token: 'player_1.sleeping'
rocksndiamonds: - dynamic token: 'player_1.sleeping.mode_loop'
rocksndiamonds: - dynamic token: 'player_1.awakening'
rocksndiamonds: - dynamic token: 'player_1.boring[1]'
rocksndiamonds: - dynamic token: 'player_1.boring[2]'
rocksndiamonds: - dynamic token: 'player_1.boring[3]'
rocksndiamonds: - dynamic token: 'player_1.boring[4]'
rocksndiamonds: - dynamic token: 'player_1.boring[5]'
rocksndiamonds: - dynamic token: 'player_1.boring[6]'
rocksndiamonds: - dynamic token: 'player_1.boring[7]'
rocksndiamonds: - dynamic token: 'player_1.boring[8]'
rocksndiamonds: - dynamic token: 'player_1.boring[9]'
rocksndiamonds: - dynamic token: 'player_1.boring[10]'
-------------------------------------------------------------------------------
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
corrupted double-linked list

Thread 1 "rocksndiamonds" received signal SIGABRT, Aborted.
__GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
50	../sysdeps/unix/sysv/linux/raise.c: No such file or directory.
(gdb) bt
#0  __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
#1  0x00007ffff78a3535 in __GI_abort () at abort.c:79
#2  0x00007ffff78fa508 in __libc_message (action=action@entry=do_abort, fmt=fmt@entry=0x7ffff7a0528d "%s\n") at ../sysdeps/posix/libc_fatal.c:181
#3  0x00007ffff7900c1a in malloc_printerr (str=str@entry=0x7ffff7a03393 "corrupted double-linked list") at malloc.c:5341
#4  0x00007ffff7900e64 in malloc_consolidate (av=av@entry=0x7ffff7a3cc40 <main_arena>) at malloc.c:4488
#5  0x00007ffff790279a in _int_free (av=0x7ffff7a3cc40 <main_arena>, p=0x55555fc59c60, have_lock=<optimized out>) at malloc.c:4392
#6  0x0000555555713b28 in checked_free (ptr=0x55555fc59c70) at misc.c:1275
#7  0x0000555555705cbc in FreeSnapshotBuffer (bi_raw=0x55555fccdce0) at snapshot.c:72
#8  0x0000555555714fdf in deleteNodeFromList (node_first=0x7fffffffd8f8, key=0x0, destructor_function=0x555555705c72 <FreeSnapshotBuffer>) at misc.c:2084
#9  0x0000555555705cf1 in FreeSnapshotBuffers (snapshot_buffers=0x55555fccdd00) at snapshot.c:79
#10 0x0000555555705d2b in FreeSnapshotSingle () at snapshot.c:93
#11 0x0000555555705ec0 in SaveSnapshotSingle (snapshot_buffers=0x55555f3d5c10) at snapshot.c:177
#12 0x00005555556b3e03 in SaveEngineSnapshotSingle () at game.c:15383
#13 0x00005555556ed185 in TapeTogglePause (toggle_mode=1) at tape.c:758
#14 0x00005555556ed38d in TapePlayAction () at tape.c:850
#15 0x00005555556a7eed in GameActionsExt () at game.c:11437
#16 0x00005555556a8485 in GameActions () at game.c:11625
#17 0x000055555567c8b9 in HandleGameActions () at screens.c:8369
#18 0x0000555555646d83 in EventLoop () at events.c:359
#19 0x000055555563a1ca in main (argc=1, argv=0x7fffffffdb18) at main.c:7762
(gdb) # just completed restoring a state.
(gdb) k
Kill the program being debugged? (y or n) y
[Inferior 1 (process 2559) killed]
(gdb) r
Starting program: /media/Environ/Compile/rocksndiamonds-4.1.4.1/rocksndiamonds 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe397c700 (LWP 8039)]
[New Thread 0x7fffe393b700 (LWP 8040)]
[New Thread 0x7fffe1a9e700 (LWP 8041)]
rocksndiamonds: frame delay == 60 ms (max. 16 fps / 33 %)
rocksndiamonds: frame delay == 0 ms (maximum speed)
rocksndiamonds: frame delay == 40 ms (max. 25 fps / 50 %)
rocksndiamonds: frame delay == 10 ms (max. 100 fps / 200 %)
rocksndiamonds: frame delay == 40 ms (max. 25 fps / 50 %)
rocksndiamonds: frame delay == 60 ms (max. 16 fps / 33 %)
rocksndiamonds: frame delay == 15 ms (max. 66 fps / 133 %)
rocksndiamonds: frame delay == 40 ms (max. 25 fps / 50 %)
rocksndiamonds: frame delay == 20 ms (max. 50 fps / 100 %)
rocksndiamonds: frame delay == 30 ms (max. 33 fps / 66 %)
rocksndiamonds: frame delay == 1 ms (max. 1000 fps / 2000 %)
free(): invalid pointer

Thread 1 "rocksndiamonds" received signal SIGABRT, Aborted.
__GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
50	../sysdeps/unix/sysv/linux/raise.c: No such file or directory.
(gdb) bt
#0  __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
#1  0x00007ffff78a3535 in __GI_abort () at abort.c:79
#2  0x00007ffff78fa508 in __libc_message (action=action@entry=do_abort, fmt=fmt@entry=0x7ffff7a0528d "%s\n") at ../sysdeps/posix/libc_fatal.c:181
#3  0x00007ffff7900c1a in malloc_printerr (str=str@entry=0x7ffff7a0343b "free(): invalid pointer") at malloc.c:5341
#4  0x00007ffff790242c in _int_free (av=<optimized out>, p=<optimized out>, have_lock=<optimized out>) at malloc.c:4165
#5  0x0000555555713b28 in checked_free (ptr=0x55555fcc56b0) at misc.c:1275
#6  0x0000555555712b25 in setString (old_value=0x55555860c330 <tape+16>, new_value=0x55555c776a70 "rnd_spica") at misc.c:844
#7  0x00005555556eca43 in TapeErase () at tape.c:530
#8  0x00005555556ecbff in TapeStartRecording (random_seed=1583396143) at tape.c:584
#9  0x00005555556a7c7b in StartGameActions (init_network_game=0, record_tape=1, random_seed=0) at game.c:11322
#10 0x00005555556648c0 in HandleMainMenu (mx=0, my=0, dx=0, dy=0, button=0) at screens.c:2134
#11 0x000055555564a6a5 in HandleKey (key=13, key_status=1) at events.c:2304
#12 0x0000555555648c63 in HandleKeyEvent (event=0x7fffffffd9c0) at events.c:1462
#13 0x0000555555646b84 in HandleEvents () at events.c:249
#14 0x0000555555646d67 in EventLoop () at events.c:348
#15 0x000055555563a1ca in main (argc=1, argv=0x7fffffffdb18) at main.c:7762
(gdb) # back at the main menu
(gdb) k
Kill the program being debugged? (y or n) y
[Inferior 1 (process 8037) killed]
(gdb) r
Starting program: /media/Environ/Compile/rocksndiamonds-4.1.4.1/rocksndiamonds 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe397c700 (LWP 11668)]
[New Thread 0x7fffe393b700 (LWP 11669)]
[New Thread 0x7fffe1a9e700 (LWP 11670)]
rocksndiamonds: frame delay == 40 ms (max. 25 fps / 50 %)
corrupted double-linked list

Thread 1 "rocksndiamonds" received signal SIGABRT, Aborted.
__GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
50	../sysdeps/unix/sysv/linux/raise.c: No such file or directory.
(gdb) bt
#0  __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
#1  0x00007ffff78a3535 in __GI_abort () at abort.c:79
#2  0x00007ffff78fa508 in __libc_message (action=action@entry=do_abort, fmt=fmt@entry=0x7ffff7a0528d "%s\n") at ../sysdeps/posix/libc_fatal.c:181
#3  0x00007ffff7900c1a in malloc_printerr (str=str@entry=0x7ffff7a03393 "corrupted double-linked list") at malloc.c:5341
#4  0x00007ffff7900e64 in malloc_consolidate (av=av@entry=0x7ffff7a3cc40 <main_arena>) at malloc.c:4488
#5  0x00007ffff790279a in _int_free (av=0x7ffff7a3cc40 <main_arena>, p=0x55555f2fe800, have_lock=<optimized out>) at malloc.c:4392
#6  0x0000555555713b28 in checked_free (ptr=0x55555f2fe810) at misc.c:1275
#7  0x0000555555705cbc in FreeSnapshotBuffer (bi_raw=0x55555f98c530) at snapshot.c:72
#8  0x0000555555714fdf in deleteNodeFromList (node_first=0x7fffffffd8c8, key=0x0, destructor_function=0x555555705c72 <FreeSnapshotBuffer>) at misc.c:2084
#9  0x0000555555705cf1 in FreeSnapshotBuffers (snapshot_buffers=0x555559874000) at snapshot.c:79
#10 0x0000555555705d2b in FreeSnapshotSingle () at snapshot.c:93
#11 0x0000555555705ec0 in SaveSnapshotSingle (snapshot_buffers=0x555559a92d60) at snapshot.c:177
#12 0x00005555556b3e03 in SaveEngineSnapshotSingle () at game.c:15383
#13 0x00005555556ed824 in TapeQuickSave () at tape.c:1023
#14 0x000055555564a4ae in HandleKey (key=1073741891, key_status=1) at events.c:2241
#15 0x0000555555648c63 in HandleKeyEvent (event=0x7fffffffd9c0) at events.c:1462
#16 0x0000555555646b84 in HandleEvents () at events.c:249
#17 0x0000555555646d67 in EventLoop () at events.c:348
#18 0x000055555563a1ca in main (argc=1, argv=0x7fffffffdb18) at main.c:7762
(gdb) # just saved a tape
(gdb) k
Kill the program being debugged? (y or n) y
[Inferior 1 (process 11666) killed]
(gdb) r
Starting program: /media/Environ/Compile/rocksndiamonds-4.1.4.1/rocksndiamonds 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe397c700 (LWP 14931)]
[New Thread 0x7fffe393b700 (LWP 14932)]
[New Thread 0x7fffe1a9e700 (LWP 14933)]
 
r
k
^C
Thread 1 "rocksndiamonds" received signal SIGINT, Interrupt.
0x00007ffff7947720 in __GI___nanosleep (requested_time=0x7fffffffd790, remaining=0x7fffffffd780) at ../sysdeps/unix/sysv/linux/nanosleep.c:28
28	../sysdeps/unix/sysv/linux/nanosleep.c: No such file or directory.
(gdb) k
Kill the program being debugged? (y or n) y
[Inferior 1 (process 14927) killed]
(gdb) r
Starting program: /media/Environ/Compile/rocksndiamonds-4.1.4.1/rocksndiamonds 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe397c700 (LWP 15033)]
[New Thread 0x7fffe393b700 (LWP 15034)]
[New Thread 0x7fffe1a9e700 (LWP 15035)]
rocksndiamonds: frame delay == 40 ms (max. 25 fps / 50 %)
rocksndiamonds: frame delay == 30 ms (max. 33 fps / 66 %)
rocksndiamonds: frame delay == 40 ms (max. 25 fps / 50 %)
rocksndiamonds: frame delay == 40 ms (max. 25 fps / 50 %)
rocksndiamonds: frame delay == 125 ms (max. 8 fps / 16 %)
rocksndiamonds: frame delay == 30 ms (max. 33 fps / 66 %)
rocksndiamonds: frame delay == 40 ms (max. 25 fps / 50 %)
[Thread 0x7fffe393b700 (LWP 15034) exited]
[Thread 0x7fffe397c700 (LWP 15033) exited]
[Thread 0x7fffe1a9e700 (LWP 15035) exited]
[Inferior 1 (process 15030) exited normally]
(gdb) 
