{
GfxElementEmpty[x][y] = element;
Tile[x][y] = EL_EMPTY;
+
+ if (element_info[element].use_gfx_element)
+ game.use_masked_elements = TRUE;
}
break;
GfxDir[x][y] = diagonal_move_dir;
ChangeDelay[x][y] = change_delay;
+ if (Store[x][y] == EL_EMPTY)
+ Store[x][y] = GfxElementEmpty[x][y];
+
graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
GfxDir[x][y]);
graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
last_gfx_frame = GfxFrame[x][y];
+ if (element == EL_EMPTY)
+ graphic = el2img(GfxElementEmpty[x][y]);
+
ResetGfxFrame(x, y);
if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])