draw = gd_elements[O_PLAYER].image_game;
}
}
+ else if (cave->last_direction == GD_MV_UP && use_bd_up_down_graphics())
+ {
+ map = O_PLAYER_UP;
+ draw = gd_elements[O_PLAYER_UP].image_game;
+ }
+ else if (cave->last_direction == GD_MV_DOWN && use_bd_up_down_graphics())
+ {
+ map = O_PLAYER_DOWN;
+ draw = gd_elements[O_PLAYER_DOWN].image_game;
+ }
else if (cave->last_horizontal_direction == GD_MV_LEFT)
{
map = O_PLAYER_LEFT;
// change only graphically
if (hate_invisible_outbox)
{
- elemmapping[O_PRE_INVIS_OUTBOX] = O_PRE_OUTBOX;
- elemmapping[O_INVIS_OUTBOX] = O_OUTBOX;
+ elemmapping[O_PRE_INVIS_OUTBOX] = elemmapping[O_PRE_OUTBOX];
+ elemmapping[O_INVIS_OUTBOX] = elemmapping[O_OUTBOX];
}
if (hate_invisible_outbox)
draw = elemdrawing[actual];
// draw special graphics if player is pushing something
- if ((cave->last_direction == GD_MV_LEFT || cave->last_direction == GD_MV_RIGHT) &&
+ if (use_bd_pushing_graphics() &&
+ (cave->last_direction == GD_MV_LEFT || cave->last_direction == GD_MV_RIGHT) &&
is_player(cave, x, y) && can_be_pushed_dir(cave, x, y, cave->last_direction))
{
// special check needed when smooth game element movements selected in setup menu: