- /* set walkable layer selectbox help value */
- custom_element.walkable_layer =
- (IS_WALKABLE_OVER(element) ? EP_WALKABLE_OVER :
- IS_WALKABLE_INSIDE(element) ? EP_WALKABLE_INSIDE :
- IS_WALKABLE_UNDER(element) ? EP_WALKABLE_UNDER :
- EP_WALKABLE_OVER);
- custom_element_properties[EP_WALKABLE] =
- (IS_WALKABLE_OVER(element) ||
- IS_WALKABLE_INSIDE(element) ||
- IS_WALKABLE_UNDER(element));
+ /* set smash targets selectbox help value */
+ value_smash_targets =
+ (CAN_SMASH_EVERYTHING(element) ? EP_CAN_SMASH_EVERYTHING :
+ CAN_SMASH_ENEMIES(element) ? EP_CAN_SMASH_ENEMIES :
+ CAN_SMASH_PLAYER(element) ? EP_CAN_SMASH_PLAYER :
+ EP_CAN_SMASH_PLAYER);
+ custom_element_properties[EP_CAN_SMASH] =
+ (CAN_SMASH_EVERYTHING(element) ||
+ CAN_SMASH_ENEMIES(element) ||
+ CAN_SMASH_PLAYER(element));
+
+ /* set accessible layer selectbox help value */
+ value_access_type =
+ (IS_WALKABLE(element) ? EP_WALKABLE :
+ IS_PASSABLE(element) ? EP_PASSABLE :
+ EP_WALKABLE);
+ value_access_layer =
+ (IS_ACCESSIBLE_OVER(element) ? EP_ACCESSIBLE_OVER :
+ IS_ACCESSIBLE_INSIDE(element) ? EP_ACCESSIBLE_INSIDE :
+ IS_ACCESSIBLE_UNDER(element) ? EP_ACCESSIBLE_UNDER :
+ EP_ACCESSIBLE_OVER);
+ custom_element_properties[EP_ACCESSIBLE] =
+ (IS_ACCESSIBLE_OVER(element) ||
+ IS_ACCESSIBLE_INSIDE(element) ||
+ IS_ACCESSIBLE_UNDER(element));
+
+ /* set change by player selectbox help value */
+ value_change_player_action =
+ (HAS_CHANGE_EVENT(element, CE_PUSHED_BY_PLAYER) ? CE_PUSHED_BY_PLAYER :
+ HAS_CHANGE_EVENT(element, CE_PRESSED_BY_PLAYER) ? CE_PRESSED_BY_PLAYER :
+ HAS_CHANGE_EVENT(element, CE_TOUCHED_BY_PLAYER) ? CE_TOUCHED_BY_PLAYER :
+ CE_PRESSED_BY_PLAYER);
+
+ /* set change by impact/smash selectbox help value */
+ value_change_impact_action =
+ (HAS_CHANGE_EVENT(element, CE_SMASHED) ? CE_SMASHED :
+ HAS_CHANGE_EVENT(element, CE_IMPACT) ? CE_IMPACT :
+ CE_IMPACT);
+
+ /* set change by other element action selectbox help value */
+ value_change_other_action =
+ (HAS_CHANGE_EVENT(element, CE_OTHER_EXPLODING) ? CE_OTHER_EXPLODING :
+ HAS_CHANGE_EVENT(element, CE_OTHER_CHANGING) ? CE_OTHER_CHANGING :
+ HAS_CHANGE_EVENT(element, CE_OTHER_PUSHING) ? CE_OTHER_PUSHING :
+ HAS_CHANGE_EVENT(element, CE_OTHER_COLLECTING) ? CE_OTHER_COLLECTING :
+ CE_OTHER_COLLECTING);