- // special exception for cases where we're stuck under tiles after
- // being ducked. In this case we drift out
- if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
- && collision_object_map(base))
- {
- base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
- previous_base = old_base = base;
- }
-
- /* Reset score multiplier (for multi-hits): */
- if (!invincible_timer.started())
- {
- if(player_status.score_multiplier > player_status.max_score_multiplier)
- {
- player_status.max_score_multiplier = player_status.score_multiplier;
-
- // show a message
- char str[124];
- sprintf(str, _("New max combo: %d"), player_status.max_score_multiplier-1);
- Sector::current()->add_floating_text(base, str);
- }
- player_status.score_multiplier = 1;
- }
- }
-
- }
+ // special exception for cases where we're stuck under tiles after
+ // being ducked. In this case we drift out
+ if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
+ && collision_object_map(base)) {
+ base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
+ previous_base = old_base = base;
+ }