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author | Torbjörn Andersson | 2006-02-12 19:38:26 +0000 |
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committer | Torbjörn Andersson | 2006-02-12 19:38:26 +0000 |
commit | 0dbeb2f65b3f597d054125ae8bc8a7435c268cb8 (patch) | |
tree | b6a44e2d786b503d6b674784fdc3890934cd554a /engines/sword2 | |
parent | 2ec85848287900ae4bce80b9280a3f5ce80942d4 (diff) | |
download | scummvm-rg350-0dbeb2f65b3f597d054125ae8bc8a7435c268cb8.tar.gz scummvm-rg350-0dbeb2f65b3f597d054125ae8bc8a7435c268cb8.tar.bz2 scummvm-rg350-0dbeb2f65b3f597d054125ae8bc8a7435c268cb8.zip |
Oops. Forgot to tell SVN to actually *move* the files. I'll get the hang of it
eventually.
svn-id: r20652
Diffstat (limited to 'engines/sword2')
-rw-r--r-- | engines/sword2/saveload.cpp (renamed from engines/sword2/save_rest.cpp) | 0 | ||||
-rw-r--r-- | engines/sword2/saveload.h (renamed from engines/sword2/save_rest.h) | 0 | ||||
-rw-r--r-- | engines/sword2/screen.cpp (renamed from engines/sword2/build_display.cpp) | 0 | ||||
-rw-r--r-- | engines/sword2/screen.h (renamed from engines/sword2/build_display.h) | 2 |
4 files changed, 1 insertions, 1 deletions
diff --git a/engines/sword2/save_rest.cpp b/engines/sword2/saveload.cpp index df03c21be3..df03c21be3 100644 --- a/engines/sword2/save_rest.cpp +++ b/engines/sword2/saveload.cpp diff --git a/engines/sword2/save_rest.h b/engines/sword2/saveload.h index 9463f3fd4a..9463f3fd4a 100644 --- a/engines/sword2/save_rest.h +++ b/engines/sword2/saveload.h diff --git a/engines/sword2/build_display.cpp b/engines/sword2/screen.cpp index bc5a31a1f9..bc5a31a1f9 100644 --- a/engines/sword2/build_display.cpp +++ b/engines/sword2/screen.cpp diff --git a/engines/sword2/build_display.h b/engines/sword2/screen.h index 1a362da137..209f5423aa 100644 --- a/engines/sword2/build_display.h +++ b/engines/sword2/screen.h @@ -146,7 +146,7 @@ struct ScreenInfo { uint16 number_of_layers; uint8 new_palette; // Set to non zero to start the // palette held within layer file - // fading up after a build_display + // fading up after a buildDisplay() uint8 scroll_flag; // Scroll mode 0 off 1 on bool mask_flag; // Using shading mask }; |