int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
int GfxRandomStatic[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+int GfxElementEmpty[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
int GfxRedraw[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
"internal",
"hide group elements"
},
+ {
+ "internal_cascade_es",
+ "internal",
+ "show empty space elements"
+ },
+ {
+ "internal_cascade_es.active",
+ "internal",
+ "hide empty space elements"
+ },
{
"internal_cascade_ref",
"internal",