0, 10 },
{ EL_BDX_CREATURE_SWITCH, &level.bd_creatures_auto_turn_delay, TEXT_AUTO_TURN_DELAY },
{ EL_BDX_GRAVITY_SWITCH, &level.bd_gravity_switch_delay, TEXT_GRAVITY_DELAY,
- 1, 60 },
+ 0, 60 },
{ EL_EXTRA_TIME, &level.extra_time, TEXT_TIME_BONUS },
{ EL_TIME_ORB_FULL, &level.time_orb_time, TEXT_TIME_BONUS },
{ EL_GAME_OF_LIFE, &level.game_of_life[0], TEXT_GAME_OF_LIFE_1,0,8 },
player_move == GD_MV_DOWN))
{
gd_sound_play(cave, GD_S_SWITCH_GRAVITY, what, x, y);
+ // (use 1 instead of 0 for immediate gravitation change)
cave->gravity_will_change =
- cave->gravity_change_time * cave->timing_factor;
+ MAX(1, cave->gravity_change_time * cave->timing_factor);
cave->gravity_next_direction = player_move;
cave->gravity_switch_active = FALSE;
}
player_move == GD_MV_DOWN))
{
gd_sound_play(cave, GD_S_SWITCH_GRAVITY, what, x, y);
+ // (use 1 instead of 0 for immediate gravitation change)
cave->gravity_will_change =
- cave->gravity_change_time * cave->timing_factor;
+ MAX(1, cave->gravity_change_time * cave->timing_factor);
cave->gravity_next_direction = player_move;
cave->gravity_switch_active = FALSE;
}