game.prop[CAVITY] = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
(obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
- int spk;
if (obj == RUBY)
- spk = RUG_SETTLES;
+ rspeak(RUG_SETTLES);
else if (TOTING(RUG))
- spk = RUG_WIGGLES;
+ rspeak(RUG_WIGGLES);
else
- spk = RUG_RISES;
- rspeak(spk);
- if (spk != RUG_WIGGLES) {
+ rspeak(RUG_RISES);
+ if (!TOTING(RUG) || obj == RUBY) {
int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
game.prop[RUG] = k;
if (k == RUG_HOVER)