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fixed max_cells computation
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@ -1026,7 +1026,7 @@ void draw_screen(int xstart, bool show_next) {
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dynamicval<display_data> ccd(*current_display);
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current_display->xmax = xstart * 1. / vid.xres;
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ray::max_cells = isize(level) * (camera_level+2);
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ray::max_cells = (isize(level) + isize(out_level)) * (camera_level+2);
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if(explore) {
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gamescreen(0);
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