* entries check for game.prop(TROLL)=0.) Special
* stuff for bear. */
if (game.prop[TROLL] == TROLL_PAIDONCE) {
- pspeak(TROLL, look, TROLL_PAIDONCE);
+ pspeak(TROLL, look, TROLL_PAIDONCE, true);
game.prop[TROLL] = TROLL_UNPAID;
move(TROLL2, 0);
move(TROLL2 + NOBJECTS, 0);
int kk = game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])
kk = 1;
- pspeak(obj, look, kk);
+ pspeak(obj, look, kk, true);
}
}
}
* tick game.clock1 unless well into cave (and not at Y2). */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- pspeak(OYSTER, look, 1);
+ pspeak(OYSTER, look, 1, true);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1 - game.prop[i];