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authorb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-24 11:48:19 +0000
committerb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-24 11:48:19 +0000
commit8c3c4d3107df8a6fa9cddbc7360cd7fa36b39c95 (patch)
tree8663efb4b4cd6c2496644b9c0410fbdaf28beca6 /Game/Code
parente4c8e7918cde3b197a1c26e496bd9c345b7a0fa3 (diff)
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re-inserted a line that is essential for proper timing in dual screen mode
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@130 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code')
-rw-r--r--Game/Code/Menu/UDisplay.pas2
1 files changed, 1 insertions, 1 deletions
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
index ad383782..6144f3bd 100644
--- a/Game/Code/Menu/UDisplay.pas
+++ b/Game/Code/Menu/UDisplay.pas
@@ -117,7 +117,7 @@ begin
// if (Screens = 2) and (S = 2) then ScreenX := 1;
ScreenX := 0;
-
+ if S = 2 then TimeSkip := 0 else;
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
// ActualScreen.SetAnimationProgress(1);