return base_element + (element_phase + step + num_elements) % num_elements;
}
-static int map_element(int element)
+int map_wall_from_base_element(int element)
{
switch (element)
{
}
}
-int unmap_element(int element)
+int map_wall_to_base_element(int element)
{
switch (element)
{
int el2gfx(int element)
{
- return el2img_mm(map_element(element));
+ return el2img_mm(map_wall_from_base_element(element));
}
int el_act2gfx(int element, int action)
{
- return el_act2img_mm(map_element(element), action);
+ return el_act2img_mm(map_wall_from_base_element(element), action);
}
void RedrawPlayfield_MM(void)