… | |
… | |
825 | |
825 | |
826 | /* Move the arrow. */ |
826 | /* Move the arrow. */ |
827 | op->move_to (pos); |
827 | op->move_to (pos); |
828 | } |
828 | } |
829 | |
829 | |
830 | void |
830 | static void |
831 | change_object (object *op) |
831 | change_object (object *op) |
832 | { /* Doesn`t handle linked objs yet */ |
832 | { /* Doesn`t handle linked objs yet */ |
833 | int i, j; |
833 | int i, j; |
834 | |
834 | |
835 | if (!op->other_arch) |
835 | if (!op->other_arch) |
… | |
… | |
1072 | /* only level >=1 movers move people */ |
1072 | /* only level >=1 movers move people */ |
1073 | if (op->level) |
1073 | if (op->level) |
1074 | { |
1074 | { |
1075 | /* Following is a bit of hack. We need to make sure it |
1075 | /* Following is a bit of hack. We need to make sure it |
1076 | * is cleared, otherwise the player will get stuck in |
1076 | * is cleared, otherwise the player will get stuck in |
1077 | * place. This can happen if the player used a spell to |
1077 | * place. This can happen if the player used a spell to |
1078 | * get to this space. |
1078 | * get to this space. |
1079 | */ |
1079 | */ |
1080 | victim->contr->fire_on = 0; |
1080 | victim->contr->fire_on = 0; |
1081 | victim->speed_left = 1.f; |
1081 | victim->speed_left = 1.f; |
1082 | move_player (victim, dir); |
1082 | move_player (victim, dir); |