void RedrawPlayfield_EM(boolean force_redraw)
{
boolean draw_new_player_location = FALSE;
- boolean draw_new_player_location_fast = FALSE;
+ boolean draw_new_player_location_wrap = FALSE;
boolean quick_relocation = setup.quick_switch;
int max_center_distance_player_nr =
getMaxCenterDistancePlayerNr(screen_x, screen_y);
game.centered_player_nr = game.centered_player_nr_next;
draw_new_player_location = TRUE;
- draw_new_player_location_fast = game.set_centered_player_fast;
+ draw_new_player_location_wrap = game.set_centered_player_wrap;
force_redraw = TRUE;
game.set_centered_player = FALSE;
- game.set_centered_player_fast = FALSE;
+ game.set_centered_player_wrap = FALSE;
}
if (game.centered_player_nr == -1)
int screen_xx = VALID_SCREEN_X(sx);
int screen_yy = VALID_SCREEN_Y(sy);
- if (draw_new_player_location_fast)
+ if (draw_new_player_location_wrap)
+ {
+ // when wrapping around (horizontally), keep vertical player position
+ screen_yy = screen_y;
+
+ // scrolling for wrapping should be faster than for switching players
wait_delay_value /= 4;
+ }
SetVideoFrameDelay(wait_delay_value);