{
Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus();
+ if (x == -1 && y == -1)
+ return;
+
if (blit_to_screen)
BlitToScreenMasked(bitmap, x, y, width, height, x, y);
else
redraw_mask = REDRAW_NONE;
// force screen redraw in every frame to continue drawing global animations
- redraw_mask = REDRAW_ALL;
+ redraw_mask = REDRAW_FIELD;
#if DEBUG_FRAME_TIME
PrintFrameTimeDebugging();
{ DX, DY, DXSIZE, DYSIZE },
{ VX, VY, VXSIZE, VYSIZE }
};
- static int door1 = DOOR_OPEN_1;
+ static int door1 = DOOR_CLOSE_1;
static int door2 = DOOR_CLOSE_2;
unsigned int door_delay = 0;
unsigned int door_delay_value;