+static inline void InitField_WithBug1(int x, int y, boolean init_game)
+{
+ InitField(x, y, init_game);
+
+ /* not needed to call InitMovDir() -- already done by InitField()! */
+ if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
+ CAN_MOVE(Feld[x][y]))
+ InitMovDir(x, y);
+}
+
+static inline void InitField_WithBug2(int x, int y, boolean init_game)
+{
+ int old_element = Feld[x][y];
+
+ InitField(x, y, init_game);
+
+ /* not needed to call InitMovDir() -- already done by InitField()! */
+ if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
+ CAN_MOVE(old_element) &&
+ (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
+ InitMovDir(x, y);
+
+ /* this case is in fact a combination of not less than three bugs:
+ first, it calls InitMovDir() for elements that can move, although this is
+ already done by InitField(); then, it checks the element that was at this
+ field _before_ the call to InitField() (which can change it)
+
+ */
+}
+