element was calculated by using log_2() from trigger player bits with
the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
triggering player bit mask and handling all players in "move player"
element was calculated by using log_2() from trigger player bits with
the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
triggering player bit mask and handling all players in "move player"