PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
/* remove things displayed in background while burning dynamite */
- if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
+ if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
Back[ex][ey] = 0;
if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
#if 1
-#if 1
+#if 0
if (IS_EXPLOSION_PROOF(element))
continue;
#else
}
/* save walkable background elements while explosion on same tile */
-#if 1
+#if 0
if (IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
#else
- if (IS_INDESTRUCTIBLE(element) && IS_WALKABLE(element))
+ if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
Back[x][y] = element;
#endif
InitMovDir(x, y);
DrawLevelField(x, y);
+ if (CAN_BE_CRUMBLED(element))
+ DrawLevelFieldCrumbledSandNeighbours(x, y);
+
if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
StorePlayer[x][y] = 0;
}
TurnRound(x, y);
#if 1
- DrawLevelElementAnimation(x, y, element);
+ if (GFX_ELEMENT(element) != EL_SAND)
+ DrawLevelElementAnimation(x, y, element);
#else
if (element == EL_BUG ||
element == EL_SPACESHIP ||