old_x <= cave->x2 &&
old_y >= cave->y1 &&
old_y <= cave->y2);
+
+ // never treat empty space as "moving" (may happen if player is snap-pushing element)
+ if (tile_from == O_SPACE)
+ old_is_moving = FALSE;
+
if (old_is_visible)
{
if (!old_is_moving && !old_is_player)