if (!(game->last_element_buffer[y][x] & SKIPPED))
{
/* redraw previous game element on the cave field the new element is moving to */
- int tile_old = game->last_element_buffer[y][x];
+ int tile_last = game->last_element_buffer[y][x];
/* only redraw previous game element if it is not collectible (like dirt etc.) */
- if (is_collectible(tile_old))
- tile_old = O_SPACE;
+ if (is_collectible(tile_last))
+ tile_last = O_SPACE;
- struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_old][frame];
+ struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size,
sx, sy);