break;
case EL_FELSBROCKEN:
sound = SND_KLOPF;
+
+
+
+ printf("FUMPF!\n");
+
+
+
break;
case EL_SCHLUESSEL:
case EL_SCHLUESSEL1:
*/
-
if (PlayerMovPos)
ScrollFigure(0);
DrawPlayerField();
-
-
if (!DelayReached(&action_delay, action_delay_value))
return;
if (oldJX != -1 && oldJY != -1)
DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
- if (Feld[lastJX][lastJY] == EL_LEERRAUM)
+ if (Feld[lastJX][lastJY] == EL_LEERRAUM &&
+ IN_LEV_FIELD(lastJX,lastJY-1) &&
+ CAN_FALL(Feld[lastJX][lastJY-1]))
Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
DrawLevelElement(lastJX,lastJY, Feld[lastJX][lastJY]);
DrawPlayerField();