- the more serious of the two bugs was introduced with commit
727d3b5f
* lots of non-existing sniksnaks may have been displayed after warp mode
- the second bug existed for a long time (maybe this was never done right)
* some sniksnaks may have been displayed incompletely after warp mode
- this bug was fixed by forcing a complete playfield redraw after warp mode
int num_redrawn = 0;
#endif
+ if (force_redraw)
+ {
+ // force re-initialization of graphics status variables
+ for (y = DisplayMinY; y <= DisplayMaxY; y++)
+ for (x = DisplayMinX; x <= DisplayMaxX; x++)
+ GfxGraphic[x][y] = -1;
+
+ // force complete playfield redraw
+ DisplayLevel();
+ }
+
for (y = DisplayMinY; y <= DisplayMaxY; y++)
{
for (x = DisplayMinX; x <= DisplayMaxX; x++)