LastFrame = Clock.TickNow(); // store the frame time
#endif
// never any additional code between here!
+
+
+
+#if 0
if (! NoDisplayFlag) // copy the BackBuffer(=Stage) to visible screen
Stage.Blt();
+#endif
+
+
// FS end of synchronization
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
int ax, Ay;
+#if 1
+ int jump_pos = TILEX / 2;
+
+ if (MurphyScreenXPos < -jump_pos)
+ {
+ MurphyScreenXPos = FieldWidth * TILEX + MurphyScreenXPos;
+ MurphyScreenYPos -= TILEY;
+ }
+ else if (MurphyScreenXPos >= FieldWidth * TILEX - jump_pos)
+ {
+ MurphyScreenXPos = MurphyScreenXPos - FieldWidth * TILEX;
+ MurphyScreenYPos += TILEY;
+ }
+#endif
+
if (ExplosionShake != 0)
{
subGetRandomNumber();