int tile = game->element_buffer[y][x];
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
+ int width = g->width * TILESIZE_VAR / TILESIZE;
+ int height = g->height * TILESIZE_VAR / TILESIZE;
- blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, g->width, g->height,
- offset.x, offset.y);
+ blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, width, height, offset.x, offset.y);
#if DO_GFX_SANITY_CHECK
- if (use_native_bd_graphics_engine() && !program.headless)
+ if (use_native_bd_graphics_engine() && !setup.small_game_graphics && !program.headless)
{
int old_x = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) % GD_NUM_OF_CELLS_X;
int old_y = (game->gfx_buffer[y][x] % GD_NUM_OF_CELLS) / GD_NUM_OF_CELLS_X;