While the final effect is the same (player is killed), the player was
killed by an explosion before (causing a "double explosion" when the
player itself exploded when being killed by the explosion), while the
player is killed directly now, preventing the double explosion.
if (IS_PLAYER(x, y) && !player_explosion_protected &&
IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
{
- Bang(x, y);
+ KillPlayer(PLAYERINFO(x, y));
return;
}