{
if (game.gravity && !player->programmed_action)
{
+#if 1
+ int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
+ int move_dir_vertical = player->effective_action & MV_VERTICAL;
+#else
int move_dir_horizontal = player->action & MV_HORIZONTAL;
int move_dir_vertical = player->action & MV_VERTICAL;
+#endif
int move_dir =
(player->last_move_dir & MV_HORIZONTAL ?
(move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
int new_jx = jx + dx, new_jy = jy + dy;
+#if 1
+ boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
+#else
boolean player_is_snapping = player->action & JOY_BUTTON_1;
+#endif
#if 1
boolean player_can_fall_down =
(IN_LEV_FIELD(jx, jy + 1) &&