}
if (nextDirection >= 0) {
if (afterLock) {
+ // FIXME: this check is unreliable, see #21
OnMove();
afterLock = false;
}
void MapState::OnMove() {
// TODO: evaluate monster movements
+ UpdateFollower(controlled);
+}
+
+void MapState::UpdateFollower(Entity *e) {
+ if (!e->Follower()) return;
+ UpdateFollower(e->Follower());
+
+ e->Follower()->SetOrientation(e->GetOrientation());
+ // TODO: set follower speed
}