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authorTorbjörn Andersson2007-07-10 17:28:48 +0000
committerTorbjörn Andersson2007-07-10 17:28:48 +0000
commit0a5654fefc147fb67796bf5cb33f1f761041c018 (patch)
tree72d66e7bf9b81f04bf5634783f35f9264f3f3e5b
parentb2cae8fe15e243f1403aa27a18dafbca74831c21 (diff)
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Cast the pointer to long instead of int to possibly fix the amd64 compile
problem mentioned earlier on the channel. Neither seems like a particularly nice thing to do, but this is how we do it in the SDL backend, and it has apparently worked fine there... svn-id: r28012
-rw-r--r--engines/scumm/gfx.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index 3c6f57be1a..d21a77ea56 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -593,7 +593,7 @@ void ScummEngine::drawStripToScreen(VirtScreen *vs, int x, int width, int top, i
// The values x, width, etc. are all multiples of 8 at this point,
// so loop unrolloing might be a good idea...
- assert(0 == ((int)text & 3));
+ assert(0 == ((long)text & 3));
assert(0 == (width & 3));
// Compose the text over the game graphics