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fix numerical issues with enemy movement
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@ -110,7 +110,7 @@ e_them_t1_action2(U8 e, U8 type)
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U8 env0, env1;
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U8 env0, env1;
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/* by default, try vertical move. calculate new y */
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/* by default, try vertical move. calculate new y */
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i = (ent_ents[e].y << 8) + ent_ents[e].offsy + ent_ents[e].ylow;
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i = (((S32)ent_ents[e].y) << 8) + ((S32)ent_ents[e].offsy) + ((U32)ent_ents[e].ylow);
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y = i >> 8;
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y = i >> 8;
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/* deactivate if outside vertical boundaries */
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/* deactivate if outside vertical boundaries */
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@ -294,7 +294,7 @@ e_them_z_action(U8 e)
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+ ((ent_ents[e].x & 0x04) ? 0x07 : 0x06);
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+ ((ent_ents[e].x & 0x04) ? 0x07 : 0x06);
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/* calc new y */
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/* calc new y */
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i = (ent_ents[e].y << 8) + ent_ents[e].offsy + ent_ents[e].ylow;
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i = (((S32)ent_ents[e].y) << 8) + ((S32)ent_ents[e].offsy) + ((U32)ent_ents[e].ylow);
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/* deactivate if out of vertical boundaries */
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/* deactivate if out of vertical boundaries */
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if (ent_ents[e].y < 0 || ent_ents[e].y > 0x0140) {
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if (ent_ents[e].y < 0 || ent_ents[e].y > 0x0140) {
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