diff --git a/game/engines/default/engine/interface/PlayerRun.lua b/game/engines/default/engine/interface/PlayerRun.lua index 185779b90267499c00e3a999be31c0e5f26eda7c..ca4f8f675a673a003eabe823f7c0a2af7310c304 100644 --- a/game/engines/default/engine/interface/PlayerRun.lua +++ b/game/engines/default/engine/interface/PlayerRun.lua @@ -27,7 +27,7 @@ module(..., package.seeall, class.make) local function checkDir(a, dir, dist) dist = dist or 1 local x, y = a.x, a.y - for i = 1, dist do util.coordAddDir(x, y, dir) end + for i = 1, dist do x, y = util.coordAddDir(x, y, dir) end -- don't treat other actors as terrain or as something to notice (let the module handle this) if game.level.map(x, y, game.level.map.ACTOR) and not game.level.map:checkEntity(x, y, game.level.map.TERRAIN, "block_move") then return false end return (game.level.map:checkAllEntities(x, y, "block_move", a) or not game.level.map:isBound(x, y)) and true or false diff --git a/game/modules/tome/data/general/traps/complex.lua b/game/modules/tome/data/general/traps/complex.lua index a47e1dcf2246de673223772486f6afacb617d6f6..0317f90702c653fbb256e06f126713038b7c3aa7 100644 --- a/game/modules/tome/data/general/traps/complex.lua +++ b/game/modules/tome/data/general/traps/complex.lua @@ -43,7 +43,7 @@ newEntity{ base = "TRAP_COMPLEX", g = game.level.map(i, j, engine.Map.TERRAIN) until not g or g:check("block_move") if g and not g.is_door and core.fov.distance(x, y, i, j) >= 2 then - i, j = util.coordAddDir(i, j, opposed_dir[dir]) + i, j = util.coordAddDir(i, j, util.opposedDir(dir, i, j)) walls[#walls+1] = {x=i, y=j} end end