game_mm.ball_choice_pos++;
int new_element = native_mm_level.ball_content[element_pos];
- int new_element_unmapped = unmap_element(new_element);
+ int new_element_base = map_wall_to_base_element(new_element);
- if (IS_WALL(new_element_unmapped))
+ if (IS_WALL(new_element_base))
{
// always use completely filled wall element
- new_element = new_element_unmapped | 0x000f;
+ new_element = new_element_base | 0x000f;
}
else if (native_mm_level.rotate_ball_content &&
get_num_elements(new_element) > 1)