+ else if (graphic_info[graphic].anim_mode & ANIM_RANDOM_STATIC)
+ {
+ struct GraphicInfo *g = &graphic_info[graphic];
+ // may be needed if screen field is significantly larger than playfield
+ int x = (lx + SCR_FIELDX * lev_fieldx) % lev_fieldx;
+ int y = (ly + SCR_FIELDY * lev_fieldy) % lev_fieldy;
+ int sync_frame = GfxRandomStatic[x][y];
+
+ return sync_frame % g->anim_frames;
+ }
+ else
+ {
+ int sync_frame = (IN_LEV_FIELD(lx, ly) ? GfxFrame[lx][ly] : -1);