What I really need to do is redesign that movement engine from scratch, to allow for things like bumping, gravity, intertia, etc... Maybe one of these days.
Here's an ancient example of object-bumping:
http://www.geocities.com/spotandsmudge/ObjectBumping.zipIt also includes a type of pausing that I was testing out.
Don't just merge it into your game; only certain parts are needed and it uses an old version of movement.
You may also want to add a condition in your movement that doesn't allow Link to move while he's bumping. That would require adding a new "bumping" variable to objLink, it would turn true in scrBump and false again at the end of the timeline.