elemdrawing[O_PLAYER] = draw;
elemdrawing[O_PLAYER_GLUED] = draw;
- // player with bomb does not blink or tap - no graphics drawn for that.
- // running is drawn using w/o bomb cells */
+ // player with bomb/rocketlauncher does not blink or tap - no graphics drawn for that.
+ // running is drawn using w/o bomb/rocketlauncher cells */
if (cave->last_direction != GD_MV_STILL)
{
elemmapping[O_PLAYER_BOMB] = map;
elemdrawing[O_PLAYER_BOMB] = draw;
+
+ elemmapping[O_PLAYER_ROCKET_LAUNCHER] = map;
+ elemdrawing[O_PLAYER_ROCKET_LAUNCHER] = draw;
}
elemmapping[O_INBOX] = (cave->inbox_flash_toggle ? O_INBOX_OPEN : O_INBOX_CLOSED);