         } finally {
             // keep track of the last time we came to rest
             if (sprite == _selfSprite) {
-                centerView();
+                centerView(false, true);
                 _centerStamp = tickStamp;
             }
         }

            sprite.placeAtLoc(loc);

            // delay repaint until we resolve our new blocks
            centerView();
            return true;
        }


        _proxrad = int(Math.max(_proxrad, Math.sqrt(_isoView.size.x*_isoView.size.x +
            _isoView.size.y*_isoView.size.y)));
        recomputeProximate();
    }

    override public function willEnterPlace (plObj :PlaceObject) :void
