}
}
else
+ {
// or space over the slime? elements may pass from bottom to up then.
if (is_space_dir(cave, x, y, oppos))
{
play_sound_of_element(cave, O_SLIME, x, y);
}
}
+ }
}
break;
// PLAYER
// check if player is alive.
- if ((cave->player_state == GD_PL_LIVING && cave->player_seen_ago > 15) || cave->kill_player)
+ if ((cave->player_state == GD_PL_LIVING && cave->player_seen_ago > 1) || cave->kill_player)
cave->player_state = GD_PL_DIED;
// check if any voodoo exploded, and kill players the next scan if that happended.