RestorePlayfield();
UpdatePlayfield(force_redraw);
-
- BackToFront_SP();
}
-void DrawGameDoorValues_SP()
+void UpdateGameDoorValues_SP()
{
game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
game_sp.infotrons_still_needed = InfotronsNeeded;
RedrawPlayfield_SP(FALSE);
- if (!warp_mode) /* do not redraw values in warp mode */
- DrawGameDoorValues_SP();
+ UpdateGameDoorValues_SP();
CheckSingleStepMode_SP(PlayField16[MurphyPosIndex] == fiMurphy,
HighByte(PlayField16[MurphyPosIndex]) == 0x2A);