game.c: commit the hacky fix for the sprites glitching on a screen transition
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@ -538,20 +538,20 @@ frame(void)
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}
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}
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break;
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break;
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case CHAIN_END:
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case CHAIN_END:
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map_init(); /* initialize the map */
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map_init(); /* initialize the map */
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isave(); /* save data in case of a restart */
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isave(); /* save data in case of a restart */
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ent_clprev(); /* cleanup entities */
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ent_clprev(); /* cleanup entities */
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draw_map(); /* draw the map onto the buffer */
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draw_map(); /* draw the map onto the buffer */
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draw_drawStatus(); /* draw the status bar onto the buffer */
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draw_drawStatus(); /* draw the status bar onto the buffer */
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game_rects = &draw_SCREENRECT; /* request full screen refresh */
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draw_STATUSRECT.next = NULL;
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game_state = PLAY3;
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game_state = PLAY3;
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frame();
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frame();
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game_rects = &draw_SCREENRECT; /* request full screen refresh */
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return;
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return;
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case SCROLL_UP:
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case SCROLL_UP:
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switch (scroll_up()) {
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switch (scroll_up()) {
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case SCROLL_RUNNING:
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case SCROLL_RUNNING:
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