}
elemmapping[O_MAGIC_WALL] = (cave->magic_wall_state == GD_MW_ACTIVE ?
- O_MAGIC_WALL :
- O_BRICK);
+ O_MAGIC_WALL_ACTIVE :
+ O_MAGIC_WALL);
elemdrawing[O_MAGIC_WALL] = gd_element_properties[cave->magic_wall_state == GD_MW_ACTIVE ?
- O_MAGIC_WALL :
- O_BRICK].image_game;
+ O_MAGIC_WALL_ACTIVE :
+ O_MAGIC_WALL].image_game;
elemmapping[O_CREATURE_SWITCH] = (cave->creatures_backwards ?
O_CREATURE_SWITCH_ON :
{
O_MAGIC_WALL, O_MAGIC_WALL, N_("Magic wall"),
P_CAN_BE_HAMMERED,
- "MAGICWALL", 'M', 184, -184, -184
+ "MAGICWALL", 'M', 5, 5, 5
},
{
O_PRE_OUTBOX, O_PRE_OUTBOX, N_("Outbox"),
},
{
O_MAGIC_WALL, TRUE,
- EL_BDX_MAGIC_WALL, ACTION_ACTIVE, -1
+ EL_BDX_MAGIC_WALL, -1, -1
},
{
O_PRE_OUTBOX, TRUE,
},
{
O_MAGIC_WALL_ACTIVE, FALSE,
- EL_BDX_MAGIC_WALL_ACTIVE, -1, -1
+ EL_BDX_MAGIC_WALL_ACTIVE, -1, -1
},
{
O_REPLICATOR_ACTIVE, FALSE,