// always render the cave to the 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->gfx_buffer,
+ gd_drawcave_game(game->cave, game->element_buffer, game->last_element_buffer, game->gfx_buffer,
game->bonus_life_flash != 0, game->animcycle, gd_no_invisible_outbox);
game->state_counter = counter_next;