+int getFieldbufferOffsetX_SP(void)
+{
+ int px = 2 * TILEX + (mScrollX - mScrollX_last) % TILEX;
+
+ // scroll correction for even number of visible tiles (half tile shifted)
+ px += game_sp.scroll_xoffset;
+
+ if (ExplosionShakeMurphy != 0)
+ px += TILEX / 2 - GetSimpleRandom(TILEX + 1);
+
+ px = px * TILESIZE_VAR / TILESIZE;
+
+ return px;
+}
+
+int getFieldbufferOffsetY_SP(void)
+{
+ int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
+
+ // scroll correction for even number of visible tiles (half tile shifted)
+ py += game_sp.scroll_yoffset;
+
+ if (ExplosionShakeMurphy != 0)
+ py += TILEY / 2 - GetSimpleRandom(TILEX + 1);
+
+ py = py * TILESIZE_VAR / TILESIZE;
+
+ return py;
+}
+
+void RestorePlayfield(void)