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	The bump_to_shoot flag now actually works
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		| @@ -345,7 +345,7 @@ bool pcmove::movepcto() { | |||||||
|     changes.rollback(); |     changes.rollback(); | ||||||
|     if(!checkonly) flipplayer = false; |     if(!checkonly) flipplayer = false; | ||||||
|  |  | ||||||
|     if(!b && items[itCrossbow] == 0 && bow::crossbow_mode() && d >= 0 && !checkonly) { |     if(!b && items[itCrossbow] == 0 && bow::crossbow_mode() && bow::bump_to_shoot && d >= 0 && !checkonly) { | ||||||
|       changes.init(checkonly); |       changes.init(checkonly); | ||||||
|       changes.value_keep(bow::bowpath_map); |       changes.value_keep(bow::bowpath_map); | ||||||
|       b = try_shooting(true); |       b = try_shooting(true); | ||||||
|   | |||||||
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