diff --git a/js/game.js b/js/game.js index d4be45a..38bb837 100644 --- a/js/game.js +++ b/js/game.js @@ -551,6 +551,10 @@ export class Level { // Our cooldown is zero, so erase any trace of being in mid-movement this._set_tile_prop(actor, 'previous_cell', null); this._set_tile_prop(actor, 'movement_speed', null); + // Only reset the player's is_pushing between movement, so it lasts for the whole push + if (actor === this.player) { + this._set_tile_prop(actor, 'is_pushing', false); + } // Teeth can only move the first 4 of every 8 tics, and mimics only the first 4 of every // 16, though "first" can be adjusted @@ -702,10 +706,6 @@ export class Level { if (this.player.movement_cooldown > 0) { this.remember_player_move(this.player.direction); } - // Only reset the player's is_pushing between movement, so it lasts for the whole push - if (this.player.movement_cooldown <= 0) { - this.player.is_pushing = false; - } // Strip out any destroyed actors from the acting order // FIXME this is O(n), where n is /usually/ small, but i still don't love it. not strictly @@ -887,7 +887,7 @@ export class Level { this._set_tile_prop(tile, 'pending_push', direction); } if (actor === this.player) { - actor.is_pushing = true; + this._set_tile_prop(actor, 'is_pushing', true); } }