// however it may do nothing if animcycle was not changed.
if (game->element_buffer && game->gfx_buffer)
gd_drawcave_game(game->cave, game->element_buffer, game->last_element_buffer, game->gfx_buffer,
// however it may do nothing if animcycle was not changed.
if (game->element_buffer && game->gfx_buffer)
gd_drawcave_game(game->cave, game->element_buffer, game->last_element_buffer, game->gfx_buffer,