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Only call OSystem::updateScreen() every other frame, so no more than 50 times per second.
This doesn't appear to make a visible difference on PC, but allows the game to run on PSP and probably several other consoles/ports that wait for 50/60hz vsync. Since I'm not familiar with this engine I've added a 'FIXME' comment, because maybe this can be fixed/improved in a different manner. svn-id: r22758
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@ -127,7 +127,13 @@ void manageEvents(int count) {
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int i;
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for (i = 0; i < count; i++) {
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g_system->updateScreen();
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//FIXME(?): Maybe there's a better way to "fix" this?
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//
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//Since not all backends/ports can update the screen
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//100 times per second, only update the screen every
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//other frame (1000 / 2 * 10 i.e. 50 times per second max.)
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if (i % 2)
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g_system->updateScreen();
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g_system->delayMillis(10);
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manageEvents(0);
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}
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