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author | Torbjörn Andersson | 2003-08-25 06:13:28 +0000 |
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committer | Torbjörn Andersson | 2003-08-25 06:13:28 +0000 |
commit | fcc904a8136d2b45ace86e30b1e0690770b964a0 (patch) | |
tree | a85cad68ef4cf097f5168d97d7cf1bd78e123bed /sword2/driver/palette.h | |
parent | 10d4af4eaebd86853178d41d5b248fd0b22985f8 (diff) | |
download | scummvm-rg350-fcc904a8136d2b45ace86e30b1e0690770b964a0.tar.gz scummvm-rg350-fcc904a8136d2b45ace86e30b1e0690770b964a0.tar.bz2 scummvm-rg350-fcc904a8136d2b45ace86e30b1e0690770b964a0.zip |
FadeServer() is now called from ServiceWindows(), thus eliminating the need
for the making it a timer handler. This should eliminate the occasional
glitches I've been seeing with fades not being completed.
I'm also hoping that it will fix the problem where the game would sometimes
hang when moving between rooms. I know that at least once when I had that
happen to me the game was busy-waiting for the palette to fade.
At the very least, it's one place less to worry about thread-safety in.
svn-id: r9854
Diffstat (limited to 'sword2/driver/palette.h')
-rw-r--r-- | sword2/driver/palette.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/sword2/driver/palette.h b/sword2/driver/palette.h index 0f6cdcf843..ab6d194126 100644 --- a/sword2/driver/palette.h +++ b/sword2/driver/palette.h @@ -59,7 +59,7 @@ extern uint8 paletteMatch[64*64*64]; extern int32 RestorePalette(void); -extern void FadeServer(void *); +extern void FadeServer(); #endif |