if (Tile[x][y] == element)
Tile[x][y] = (element == EL_BOMB_ACTIVE ? EL_BOMB :
- element == EL_MINE_ACTIVE ? EL_MINE : EL_BALL_GRAY);
+ element == EL_MINE_ACTIVE ? EL_MINE : EL_GRAY_BALL);
- if (Tile[x][y] == EL_BALL_GRAY)
+ if (Tile[x][y] == EL_GRAY_BALL)
MovDelay[x][y] = 0;
laser.dest_element_last = EL_EMPTY;
return TRUE;
}
- if (element == EL_BOMB || element == EL_MINE || element == EL_BALL_GRAY)
+ if (element == EL_BOMB || element == EL_MINE || element == EL_GRAY_BALL)
{
PlayLevelSound_MM(ELX, ELY, element, MM_ACTION_HITTING);
BlitBitmap(drawto, bitmap_db_field, cSX + x * TILEX, cSY + y * TILEY,
TILEX, TILEY, x * TILEX, y * TILEY);
- DrawElement_MM(x, y, EL_BALL_GRAY);
+ DrawElement_MM(x, y, EL_GRAY_BALL);
}
MovDelay[x][y] = 50 * delay;
element != EL_BOMB_ACTIVE &&
element != EL_MINE &&
element != EL_MINE_ACTIVE &&
- element != EL_BALL_GRAY &&
+ element != EL_GRAY_BALL &&
element != EL_GRAY_BALL_ACTIVE &&
element != EL_BLOCK_STONE &&
element != EL_BLOCK_WOOD &&
DrawGraphic_MM(ELX, ELY, IMG_MM_FUSE);
}
- if (element == EL_BALL_GRAY && CT > native_mm_level.time_ball)
+ if (element == EL_GRAY_BALL && CT > native_mm_level.time_ball)
{
if (!Store2[ELX][ELY]) // check if content element not yet determined
{
laser.fuse_y == y)
DrawGraphic_MM(x, y, IMG_MM_FUSE);
else if (element == EL_GRAY_BALL_ACTIVE)
- DrawGraphic_MM(x, y, el_act2gfx(EL_BALL_GRAY, MM_ACTION_ACTIVE));
+ DrawGraphic_MM(x, y, el_act2gfx(EL_GRAY_BALL, MM_ACTION_ACTIVE));
else if (element == EL_GRAY_BALL_OPENING)
- DrawGraphic_MM(x, y, el_act2gfx(EL_BALL_GRAY, MM_ACTION_OPENING));
+ DrawGraphic_MM(x, y, el_act2gfx(EL_GRAY_BALL, MM_ACTION_OPENING));
else if (element == EL_BOMB_ACTIVE)
DrawGraphic_MM(x, y, el_act2gfx(EL_BOMB, MM_ACTION_ACTIVE));
else if (element == EL_MINE_ACTIVE)