add: StarShipPtr->RaceDescPtr->characteristics.special_wait = StarShipPtr->RaceDescPtr->characteristics.turn_wait; ElementPtr->mass_points = BLAZER_MASS; StarShipPtr->RaceDescPtr->characteristics.turn_wait = BLAZER_TURN_WAIT; ship_collision_func[WHICH_SIDE(ElementPtr->state_flags)] = ElementPtr->collision_func; ElementPtr->collision_func = blazer_collision;
context: androsynth_postprocess (PELEMENT ElementPtr){	STARSHIPPTR StarShipPtr;	GetElementStarShip (ElementPtr, &StarShipPtr);			/* take care of blazer effect */	if (ElementPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.special)	{#define BLAZER_DEGENERATION (-1)		if ((StarShipPtr->cur_status_flags & SPECIAL)				|| StarShipPtr->RaceDescPtr->ship_info.energy_level == 0)		{			StarShipPtr->RaceDescPtr->characteristics.special_wait =					StarShipPtr->RaceDescPtr->characteristics.turn_wait;			StarShipPtr->RaceDescPtr->characteristics.turn_wait = BLAZER_TURN_WAIT;			StarShipPtr->RaceDescPtr->characteristics.energy_regeneration =					(BYTE)BLAZER_DEGENERATION;			StarShipPtr->energy_counter = ENERGY_WAIT;			ElementPtr->mass_points = BLAZER_MASS;			ship_collision_func[WHICH_SIDE(ElementPtr->state_flags)] = ElementPtr->collision_func;			{				ElementPtr->collision_func = blazer_collision;			}			if (StarShipPtr->cur_status_flags & SPECIAL)			{				ProcessSound (SetAbsSoundIndex (								/* COMET_ON */						StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), ElementPtr);				ElementPtr->turn_wait = 0;				ElementPtr->thrust_wait = 0;			}		}		if (StarShipPtr->RaceDescPtr->ship_info.energy_level == 0)				/* if blazer wasn't able to change back into ship				 * give it a little more juice to try to get out				 * of its predicament.				 */		{			DeltaEnergy (ElementPtr, -BLAZER_DEGENERATION);			StarShipPtr->energy_counter = 1;		}	}}