#define USE_NEW_AMOEBA_CODE FALSE
/* EXPERIMENTAL STUFF */
-#define USE_NEW_STUFF (TRUE * 1)
+#define USE_NEW_STUFF ( * 1)
-#define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
-#define USE_NEW_COLLECT_COUNT (TRUE * USE_NEW_STUFF * 1)
-#define USE_NEW_PLAYER_ANIM (TRUE * USE_NEW_STUFF * 1)
-#define USE_NEW_ALL_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
-#define USE_NEW_PLAYER_SPEED (TRUE * USE_NEW_STUFF * 1)
+#define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
+#define USE_NEW_COLLECT_COUNT (USE_NEW_STUFF * 1)
+#define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
+#define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
+#define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
/* for DigField() */
element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
/* BD style elements prefer to slip down on the left side */
- if (i == EL_BD_ROCK || i == EL_BD_DIAMOND ||
- game.emulation == EMU_BOULDERDASH)
+ if (game.emulation == EMU_BOULDERDASH)
element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
}
}
#if USE_NEW_ALL_SLIPPERY
if (can_fall_both)
{
- can_fall_left = !(can_fall_right = RND(2));
+ if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
+ can_fall_right = FALSE; /* slip down on left side */
+ else
+ can_fall_left = !(can_fall_right = RND(2));
+
can_fall_both = FALSE;
}
#else