int oldx, oldy;
Blocked2Moving(x, y, &oldx, &oldy);
+
return Tile[oldx][oldy];
}
- else
- return element;
+
+ return element;
}
static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
player->killed = TRUE;
// remove accessible field at the player's position
- Tile[jx][jy] = EL_EMPTY;
+ RemoveField(jx, jy);
// deactivate shield (else Bang()/Explode() would not work right)
player->shield_normal_time_left = 0;