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author | Max Horn | 2002-09-28 02:03:25 +0000 |
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committer | Max Horn | 2002-09-28 02:03:25 +0000 |
commit | 2a93325331aff6c8ad98d3a43b50341f590b8e25 (patch) | |
tree | ce939617658a0b4ebf25995cbd6e24abb1d85065 | |
parent | 6024c80f147ce275413332323c2de8db6095c82b (diff) | |
download | scummvm-rg350-2a93325331aff6c8ad98d3a43b50341f590b8e25.tar.gz scummvm-rg350-2a93325331aff6c8ad98d3a43b50341f590b8e25.tar.bz2 scummvm-rg350-2a93325331aff6c8ad98d3a43b50341f590b8e25.zip |
added FIXME
svn-id: r5025
-rw-r--r-- | backends/morphos/morphos.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/backends/morphos/morphos.cpp b/backends/morphos/morphos.cpp index 77356dc396..f4d434e8b3 100644 --- a/backends/morphos/morphos.cpp +++ b/backends/morphos/morphos.cpp @@ -836,6 +836,9 @@ bool OSystem_MorphOS::poll_event(Event *event) void OSystem_MorphOS::set_shake_pos(int shake_pos) { ScummShakePos = shake_pos; + // FIXME - why does this hard code size/height? While right now the only game that + // is not 320x200 is Zak256, and Zak doesn't use shaking AFAIK, this is still not + // a good thing. AddUpdateRect(0, 0, 320, 200); } |