#define IS_BD_EXPANDABLE_WALL(e) ((e) == EL_BD_EXPANDABLE_WALL_HORIZONTAL || \
(e) == EL_BD_EXPANDABLE_WALL_VERTICAL || \
- (e) == EL_BD_EXPANDABLE_WALL_ANY || \
- (e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\
+ (e) == EL_BD_EXPANDABLE_WALL_ANY)
+
+#define IS_BD_EXPANDABLE_STEELWALL(e) ((e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\
(e) == EL_BD_EXPANDABLE_STEELWALL_VERTICAL || \
(e) == EL_BD_EXPANDABLE_STEELWALL_ANY)
int bd_hammer_walls_reappear_delay; // BD hammer time for reappearing walls (in BD frames)
int bd_num_skeletons_needed_for_pot; // BD skeletons amount must be collected to use a pot
int bd_skeleton_worth_num_diamonds; // BD skeleton collected is worth this number of diamonds
+ int bd_expanding_wall_looks_like; // BD expanding wall looks like this other game element
boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour