bonus.cpp:			i = gCurrent_Game.bBoard->current_slot();
bonus.cpp:			place(gCurrent_Game.bBoard->bSlots_X[i], gCurrent_Game.bBoard->bSlots_Y[i]);
bonus.cpp:			gCurrent_Game.bBoard->set_slot(i, this);
bonus.cpp:		gCurrent_Game.bBoard->reset_clock();
bonus.cpp:		iX = gCurrent_Game.bBoard->toggle_x(mouse_x - 20, mouse_y - 20);
bonus.cpp:		iY = gCurrent_Game.bBoard->toggle_y(mouse_x - 20, mouse_y - 20);
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX, iY);
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX - 1, iY);
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX - 2, iY);		
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX + 1, iY);
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX + 2, iY);		
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX - 1, iY + 1);
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX, iY + 1);
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX + 1, iY + 1);				
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX, iY + 2);				
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX - 1, iY - 1);		
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX, iY - 1);
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX + 1, iY - 1);				
bonus.cpp:		gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX, iY - 2);				
bonus.cpp:		iX = gCurrent_Game.bBoard->toggle_x(mouse_x - 20, mouse_y - 20);
bonus.cpp:		iY = gCurrent_Game.bBoard->toggle_y(mouse_x - 20, mouse_y - 20);
bonus.cpp:			gCurrent_Game.bBoard->toggle_down(gCurrent_Game, iX, j);
bonus.cpp:			gCurrent_Game.bBoard->toggle_down(gCurrent_Game, k, iY);
bonus.cpp:		iSize = gCurrent_Game.bBoard->tile_size();
bonus.cpp:		gCurrent_Game.bBoard->set_progress_max(gCurrent_Game.bBoard->progress_max() * 0.75);
bonus.cpp:		gCurrent_Game.bBoard->ultima = true;
game.cpp:	GAME.bBoard->setup(365, 365, 0, "./data/images/toggle.pcx", "./data/images/toggle2.pcx", "./data/images/toggle3.pcx");
game.cpp:	GAME.bBoard->set_difficulty(GAME.difficulty);	
game.cpp:	GAME.bBoard->reset_bonuses();
game.cpp:	//GAME.bBoard->setup(GAME, GAME.iRows_Temp, 365, 365, 0, GAME.percent, seconds(GAME.secs));	
game.cpp:	GAME.bBoard->resetup(GAME, GAME.iRows_Temp, GAME.percent, seconds(GAME.secs)); 
game.cpp:	GAME.bBoard->set_difficulty(GAME.difficulty);	
game.cpp:	GAME.bBoard->reset_clock();
game.cpp:			//GAME.bBoard->destroy();
game.cpp:		if(!GAME.bBoard->complete() && !GAME.bBoard->ultima)
game.cpp:			GAME.bBoard->update(GAME);
game.cpp:			GAME.pTime_Progress->set_progress(GAME.bBoard->fTime);
game.cpp:		GAME.bBoard->draw(GAME);		
game.cpp:		GAME.sToggles_Screen->draw_object(1, GAME.bBoard->image(), 0, 0);
game.cpp:		GAME.bBoard->draw_buttons(buffer);		
game.cpp:		GAME.bBoard->draw_bonuses(buffer);		
game.cpp:		if(!GAME.bBoard->complete() && !GAME.bBoard->ultima)
game.cpp:	if(GAME.bBoard != NULL) GAME.bBoard->destroy();
toggle.cpp:		GAME.bBoard->draw_type(bImage, type - 1);
toggle.cpp:		GAME.bBoard->draw_type(bImage, rType);
toggle.cpp:	gCurrent_Game.bBoard->generate_bonus(difficulty, x, y);
toggle.cpp:					gCurrent_Game.bBoard->iConsecutive++;
toggle.cpp:					if(gCurrent_Game.bBoard->iConsecutive == 1)
toggle.cpp:						gCurrent_Game.bBoard->Combo_Timer = ticks;
toggle.cpp:				gCurrent_Game.bBoard->iConsecutive = 0;
toggle.cpp:	if(gCurrent_Game.bBoard->iConsecutive == FIRST_COMBO && gCurrent_Game.bBoard->bFirst_Combo != true)
toggle.cpp:		gCurrent_Game.bBoard->bFirst_Combo = true;		
toggle.cpp:	if(gCurrent_Game.bBoard->iConsecutive == SECOND_COMBO && gCurrent_Game.bBoard->bSecond_Combo != true)
toggle.cpp:		gCurrent_Game.bBoard->bSecond_Combo = true;
toggle.cpp:	if(gCurrent_Game.bBoard->iConsecutive == THIRD_COMBO && gCurrent_Game.bBoard->bThird_Combo != true)
toggle.cpp:		gCurrent_Game.bBoard->bThird_Combo = true;
toggle.cpp:	if(gCurrent_Game.bBoard->iConsecutive == FOURTH_COMBO && gCurrent_Game.bBoard->bFourth_Combo != true)
toggle.cpp:		gCurrent_Game.bBoard->bFourth_Combo = true;
