+
+ /* ---------- special element property values ---------- */
+
+ boolean use_gfx_element; /* use custom graphic element */
+ short gfx_element; /* optional custom graphic element */
+
+ int collect_score; /* score value for collecting */
+ int collect_count; /* count value for collecting */
+
+ int push_delay_fixed; /* constant frame delay for pushing */
+ int push_delay_random; /* additional random frame delay for pushing */
+ int move_delay_fixed; /* constant frame delay for moving */
+ int move_delay_random; /* additional random frame delay for moving */
+
+ int move_pattern; /* direction movable element moves to */
+ int move_direction_initial; /* initial direction element moves to */
+ int move_stepsize; /* step size element moves with */
+
+ int slippery_type; /* how/where other elements slip away */
+
+ int content[3][3]; /* new elements after explosion */
+
+ struct ElementChangeInfo change;
+
+ /* ---------- internal values used in level editor ---------- */
+
+ int access_type; /* walkable or passable */
+ int access_layer; /* accessible over/inside/under */
+ int walk_to_action; /* diggable/collectible/pushable */
+ int smash_targets; /* can smash player/enemies/everything */
+ int deadliness; /* deadly when running/colliding/touching */
+ int consistency; /* indestructible/can explode */
+ int change_player_action; /* touched/pressed/pushed by player */
+ int change_collide_action; /* collision/impact/smashed */
+ int change_other_action; /* various change actions */
+
+ boolean can_explode_by_fire; /* element explodes by fire */
+ boolean can_explode_smashed; /* element explodes when smashed */
+ boolean can_explode_impact; /* element explodes on impact */
+
+ boolean modified_settings; /* set for all modified custom elements */