Feld[x][y] = EL_SP_MURPHY_CLONE;
break;
}
+ else
+ {
+ stored_player[0].use_murphy_graphic = TRUE;
+ }
Feld[x][y] = EL_PLAYER1;
}
player->GfxPos = 0;
player->Frame = 0;
+ player->GfxAction = ACTION_DEFAULT;
+
+ player->use_murphy_graphic = FALSE;
+
player->actual_frame_counter = 0;
player->frame_reset_delay = 0;
player->last_move_dir = MV_NO_MOVING;
player->is_moving = FALSE;
+ player->is_moving = FALSE;
+ player->is_waiting = FALSE;
+
player->move_delay = game.initial_move_delay;
player->move_delay_value = game.initial_move_delay_value;
started_moving = TRUE;
Store[x][y] = EL_ACID;
+#if 0
+ /* !!! TEST !!! better use "_FALLING" etc. !!! */
+ GfxAction[x][y+1] = ACTION_ACTIVE;
+#endif
}
else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
JustStopped[x][y])
dy == +1 ? MV_DOWN : MV_NO_MOVING);
int element;
+ player->is_digging = FALSE;
+
if (player->MovPos == 0)
player->Pushing = FALSE;
player->push_delay = 0;
+ if (Feld[x][y] != element) /* really digged something */
+ player->is_digging = TRUE;
+
return MF_MOVING;
}
player->Pushing = FALSE;
player->snapped = FALSE;
+ player->is_digging = FALSE;
return FALSE;
}
return FALSE;
player->snapped = TRUE;
+ player->is_digging = FALSE;
DrawLevelField(x, y);
BackToFront();