// seg004:08C3 void __pascal far check_guard_bumped() { short var_2; if ( word_1F950 == 0 && Char.action == actions_1_run_jump && Char.alive < 0 && Char.sword >= sword_2_drawn ) { if ( get_tile_at_char() == tiles_20_wall || curr_tile2 == tiles_7_doortop_with_floor || (curr_tile2 == tiles_4_gate && can_bump_into_gate()) || (Char.direction >= dir_0_right && ( get_tile(curr_room, --tile_col, tile_row) == tiles_7_doortop_with_floor || (curr_tile2 == tiles_4_gate && can_bump_into_gate()) )) ) { load_frame_to_obj(); set_char_collision(); if (is_obstacle()) { var_2 = dist_from_wall_behind(curr_tile2); if (var_2 < 0 && var_2 > -13) { Char.x = char_dx_forward(-var_2); seqtbl_offset_char(65); // pushed to wall with sword (Guard) play_seq(); load_fram_det_col(); } } } } }
// seg004:08C3 void __pascal far check_guard_bumped() { if ( Char.action == actions_1_run_jump && Char.alive < 0 && Char.sword >= sword_2_drawn ) { if ( #ifdef FIX_PUSH_GUARD_INTO_WALL // Should also check for a wall BEHIND the guard, instead of only the current tile (fixes->fix_push_guard_into_wall && get_tile_behind_char() == tiles_20_wall) || #endif get_tile_at_char() == tiles_20_wall || curr_tile2 == tiles_7_doortop_with_floor || (curr_tile2 == tiles_4_gate && can_bump_into_gate()) || (Char.direction >= dir_0_right && ( get_tile(curr_room, --tile_col, tile_row) == tiles_7_doortop_with_floor || (curr_tile2 == tiles_4_gate && can_bump_into_gate()) )) ) { load_frame_to_obj(); set_char_collision(); if (is_obstacle()) { short delta_x; delta_x = dist_from_wall_behind(curr_tile2); if (delta_x < 0 && delta_x > -13) { Char.x = char_dx_forward(-delta_x); seqtbl_offset_char(seq_65_bump_forward_with_sword); // pushed to wall with sword (Guard) play_seq(); load_fram_det_col(); } } } } }