if (field_under_player_is_free &&
!player_is_moving_to_valid_field &&
- !IS_WALKABLE_UNDER(Feld[jx][jy]))
+ !IS_WALKABLE_THROUGH(Feld[jx][jy]))
player->programmed_action = MV_DOWN;
}
}
if (player->MovPos == 0)
{
- if (IS_WALKABLE_THROUGH(Feld[last_jx][last_jy]))
+ if (IS_PASSABLE(Feld[last_jx][last_jy]))
{
/* continue with normal speed after quickly moving through gate */
HALVE_PLAYER_SPEED(player);
if (IS_MOVING(x, y) || IS_PLAYER(x, y))
return MF_NO_ACTION;
- if (IS_WALKABLE_UNDER(Feld[jx][jy]))
+ if (IS_TUBE(Feld[jx][jy]))
{
int i = 0;
int tube_leave_directions[][2] =