{
DrawBuffer *buffer = (drawto_field == window ? backbuffer : drawto_field);
int fx = FX, fy = FY;
+ int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
+ int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
#if NEW_TILESIZE
int dx = (ScreenMovDir & (MV_LEFT | MV_RIGHT) ? ScreenGfxPos : 0);
fx, fy);
#endif
+#if 1
+ if (full_lev_fieldx <= SCR_FIELDX)
+ {
+ // printf(":1: PLAYFIELD FITS TO SCREEN [%d, %d, %d]\n", fx, ffx, dx_var);
+
+ if (EVEN(SCR_FIELDX))
+ fx = 2 * TILEX_VAR - (ODD(lev_fieldx) ? TILEX_VAR / 2 : 0);
+ else
+ fx = 2 * TILEX_VAR - (EVEN(lev_fieldx) ? TILEX_VAR / 2 : 0);
+
+ // printf(":2: PLAYFIELD FITS TO SCREEN [%d, %d, %d]\n", fx, ffx, dx_var);
+ }
+
+ if (full_lev_fieldy <= SCR_FIELDY)
+ {
+ if (EVEN(SCR_FIELDY))
+ fy = 2 * TILEY_VAR - (ODD(lev_fieldy) ? TILEY_VAR / 2 : 0);
+ else
+ fy = 2 * TILEY_VAR - (EVEN(lev_fieldy) ? TILEY_VAR / 2 : 0);
+ }
+#endif
+
if (border.draw_masked[GAME_MODE_PLAYING])
{
if (buffer != backbuffer)