#define ACTION_CHANGING 23
#define ACTION_EXPLODING 24
#define ACTION_DYING 25
-#define ACTION_OTHER 26
+#define ACTION_TURNING 26
+#define ACTION_TURNING_FROM_LEFT 27
+#define ACTION_TURNING_FROM_RIGHT 28
+#define ACTION_TURNING_FROM_UP 29
+#define ACTION_TURNING_FROM_DOWN 30
+#define ACTION_OTHER 31
-#define NUM_ACTIONS 27
+#define NUM_ACTIONS 32
/* values for special image configuration suffixes (must match game mode) */
#define GFX_SPECIAL_ARG_MAIN 0
extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int lev_fieldx, lev_fieldy;
extern int scroll_x, scroll_y;