player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
Changed[newx][newy] = Changed[x][y];
ChangeEvent[newx][newy] = ChangeEvent[x][y];
ChangeDelay[x][y] = 0;
Changed[x][y] = CE_BITMASK_DEFAULT;
ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
Changed[newx][newy] = Changed[x][y];
ChangeEvent[newx][newy] = ChangeEvent[x][y];
ChangeDelay[x][y] = 0;
Changed[x][y] = CE_BITMASK_DEFAULT;
ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
int element = MovingOrBlocked2Element(x, y);
struct ElementChangeInfo *change = &element_info[element].change_page[page];
int element = MovingOrBlocked2Element(x, y);
struct ElementChangeInfo *change = &element_info[element].change_page[page];
if (ChangeDelay[x][y] == 0) /* initialize element change */
{
ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
if (ChangeDelay[x][y] == 0) /* initialize element change */
{
ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +