rem: spin_preprocess (ElementPtr) PELEMENT ElementPtr;
add: spin_preprocess (PELEMENT ElementPtr)
context: spin_preprocess (ElementPtr)PELEMENT ElementPtr;{	ELEMENTPTR ShipPtr;	STARSHIPPTR StarShipPtr;	GetElementStarShip (ElementPtr, &StarShipPtr);	LockElement (StarShipPtr->hShip, &ShipPtr);	if (ShipPtr->crew_level			&& ++StarShipPtr->RaceDescPtr->characteristics.special_wait > MAX_SAWS)	{		ElementPtr->life_span = 1;		ElementPtr->state_flags |= DISAPPEARING;	}	else	{		++ElementPtr->life_span;		if (ElementPtr->turn_wait)			--ElementPtr->turn_wait;		else		{#define LAST_SPIN_INDEX 1			if (GetFrameIndex (					ElementPtr->current.image.frame					) < LAST_SPIN_INDEX)				ElementPtr->next.image.frame =						IncFrameIndex (ElementPtr->current.image.frame);			else				ElementPtr->next.image.frame =						SetAbsFrameIndex (ElementPtr->current.image.frame, 0);			ElementPtr->state_flags |= CHANGING;			ElementPtr->turn_wait = SAW_RATE;		}	}	UnlockElement (StarShipPtr->hShip);}