This change is needed for BD1 cave scheduling where animation cycle is
not always in sync with the game engine.
GdCave *cave = game->cave;
int sx = x * cell_size - scroll_x;
int sy = y * cell_size - scroll_y;
- int frame = game->animcycle;
+ int frame = game->itercycle;
int border_size = cell_size / 8;
int draw = game->drawing_buffer[y][x];
int draw_last = game->last_drawing_buffer[y][x];
e == O_DIRT2_DIGGING_LEFT_CRUMBLED ||
e == O_DIRT2_DIGGING_RIGHT_CRUMBLED ||
e == O_DIRT2_DIGGING_UP_CRUMBLED ||
- e == O_DIRT2_DIGGING_DOWN_CRUMBLED ? j * 2 % 8:
+ e == O_DIRT2_DIGGING_DOWN_CRUMBLED ? j :
j * 2);
int frame = getAnimationFrame(g->anim_frames,
g->anim_delay,