+ if (!warp_mode) /* do not redraw values in warp mode */
+ DrawGameDoorValues_SP();
+
+ CheckSingleStepMode_SP(PlayField16[MurphyPosIndex] == fiMurphy,
+ HighByte(PlayField16[MurphyPosIndex]) == 0x2A);
+
+ for (x = DisplayMinX; x <= DisplayMaxX; x++)
+ for (y = DisplayMinY; y <= DisplayMaxY; y++)