+ if (drawing_target == DRAW_TO_SCREEN)
+ {
+ if (after_fading)
+ anim_classes_last = anim_classes_next;
+
+ anim_status_last = global.anim_status;
+
+ // start or stop animations determined to be started or stopped above
+ for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ if (game_mode_anim_action[mode_nr] != ANIM_NO_ACTION)
+ HandleGlobalAnim(game_mode_anim_action[mode_nr], mode_nr);
+ }
+ else if (drawing_target == DRAW_TO_FADE_TARGET)
+ {
+ drawing_to_fading_buffer = TRUE;