SnapField(player, 0, 0);
CheckGravityMovement(player);
+ player->last_move_dir = MV_NO_MOVING;
+
if (++player->frame_reset_delay > player->move_delay_value)
player->Frame = 0;
}
{
struct PlayerInfo *player = PLAYERINFO(killx, killy);
- if (player->shield_active_time_left > 0)
+ if (Feld[badx][bady] == EL_ROBOT && player->last_move_dir)
+ ; /* robot does not kill player if he moves */
+ else if (player->shield_active_time_left > 0)
Bang(badx, bady);
else if (!PLAYER_PROTECTED(killx, killy))
KillHero(player);