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author | Torbjörn Andersson | 2007-07-10 17:28:48 +0000 |
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committer | Torbjörn Andersson | 2007-07-10 17:28:48 +0000 |
commit | 0a5654fefc147fb67796bf5cb33f1f761041c018 (patch) | |
tree | 72d66e7bf9b81f04bf5634783f35f9264f3f3e5b | |
parent | b2cae8fe15e243f1403aa27a18dafbca74831c21 (diff) | |
download | scummvm-rg350-0a5654fefc147fb67796bf5cb33f1f761041c018.tar.gz scummvm-rg350-0a5654fefc147fb67796bf5cb33f1f761041c018.tar.bz2 scummvm-rg350-0a5654fefc147fb67796bf5cb33f1f761041c018.zip |
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.cpp | 2 |
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 |