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							- #include "stdafx.h"
 
- #include "CScreenHandler.h"
 
- #include "SDL.h"
 
- #include "SDL_thread.h"
 
- #include "SDL_framerate.h"
 
- #include "SDL_Extensions.h"
 
- #include "CCursorHandler.h"
 
- #include "CGameInfo.h"
 
- #include "hch\CDefHandler.h"
 
- extern SDL_Surface * screen, * screen2;
 
- void CScreenHandler::initScreen()
 
- {
 
- 	//myth = SDL_CreateThread(&internalScreenFunc, this);
 
- }
 
- void CScreenHandler::updateScreen()
 
- {
 
- 	/*blitAt(screen, 0, 0, screen2);
 
- 	switch(CGI->curh->mode)
 
- 	{
 
- 	case 0:
 
- 		{
 
- 			blitAt(CGI->curh->adventure->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
 
- 			break;
 
- 		}
 
- 	case 1:
 
- 		{
 
- 			blitAt(CGI->curh->combat->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
 
- 			break;
 
- 		}
 
- 	case 2:
 
- 		{
 
- 			blitAt(CGI->curh->deflt->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
 
- 			break;
 
- 		}
 
- 	case 3:
 
- 		{
 
- 			blitAt(CGI->curh->spell->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
 
- 			break;
 
- 		}
 
- 	}
 
- 	CSDL_Ext::update(screen2);*/
 
- }
 
 
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