int i;
game_em.any_player_moving = FALSE;
+ game_em.any_player_snapping = FALSE;
/* must test for death and actually kill separately */
for (i = 0; i < MAX_PLAYERS; i++)
}
else /* player wants to snap */
{
- player_digfield(ply, dx, dy);
+ game_em.any_player_snapping = player_digfield(ply, dx, dy);
}
}
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.diamond_score;
lev.required = lev.required < 3 ? 0 : lev.required - 3;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.emerald_score;
lev.required = lev.required < 1 ? 0 : lev.required - 1;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.diamond_score;
lev.required = lev.required < 3 ? 0 : lev.required - 3;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
break;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.emerald_score;
lev.required = lev.required < 1 ? 0 : lev.required - 1;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
break;