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authorTorbjörn Andersson2003-08-25 06:13:28 +0000
committerTorbjörn Andersson2003-08-25 06:13:28 +0000
commitfcc904a8136d2b45ace86e30b1e0690770b964a0 (patch)
treea85cad68ef4cf097f5168d97d7cf1bd78e123bed /sword2/sword2.h
parent10d4af4eaebd86853178d41d5b248fd0b22985f8 (diff)
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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/sword2.h')
-rw-r--r--sword2/sword2.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/sword2/sword2.h b/sword2/sword2.h
index cf58b45485..cf3ab1946d 100644
--- a/sword2/sword2.h
+++ b/sword2/sword2.h
@@ -62,7 +62,6 @@ class Sword2State : public Engine {
byte _gameId;
char *_game_name; // target name for saves
Sword2Sound *_sound;
- OSystem::MutexRef _paletteMutex; // put in a gfx class?
private:
bool _quit;
uint32 _bootParam;