// Allocates the resident structure if it doesn't exist yet, and initializes // the given bunch of data with the respective values. void resident_create_and_stuff_set( int8_t rank, bgm_mode_t bgm_mode, int8_t rem_bombs, int8_t credit_lives_extra, long rand ); // Retrieves another incomplete bunch of data from the resident structure. // Returns 0 on success, 1 on error. int resident_stuff_get( int8_t& rank, bgm_mode_t& bgm_mode, int8_t& rem_bombs, int8_t& credit_lives_extra, unsigned long& rand, int32_t& continues_total, int& stage_id ); // Frees the resident structure if it exists. void resident_free(void);