Screen Move Events

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Currently the issue is that the in game
stuff is all monitored according to system time and when the game gets
improperly paused by a move window command and doesn’t store the time
it is being paused from, it ends up messing up all the time based
functions and causing undesirable effects.

Would maximizing the time between two frame to, say, 0.2 s, fix your
problems?
(if your timer detects that more than 0.2 s happened since the previous
frame, return 0.2 anyway)

That’s what I’m doing.

Is there a way to block move events?

Unmovable windows are a pain…On 04/12/2004, bloomp at rpi.edu, you wrote:


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