+
+ // This makes it so your explosion from dying magically doesn't leave
+ // any rocks that aren't moving much on the x axis. After the first
+ // 20 tics, only rocks that are barely moving will be pushed.
+ if(fixonly && (!rock[i].dead || rock[i].dx < -4 || rock[i].dx > 3)) {
+ continue;
+ }
+
+ dx = rock[i].x - shipx;
+ dy = rock[i].y - shipy;
+