Solve animation (currently only in Untangle) was failing to set

me->anim_pos to zero, meaning that if it happened immediately after
a completion flash then anim_pos would start off half way through
its run.

[originally from svn r6127]
This commit is contained in:
Simon Tatham
2005-07-22 12:07:56 +00:00
parent bed038e17f
commit 0a798c7484

View File

@ -1125,6 +1125,7 @@ char *midend_solve(midend_data *me)
me->ourgame->anim_length(me->states[me->statepos-2].state,
me->states[me->statepos-1].state,
+1, me->ui);
me->anim_pos = 0.0;
} else {
me->anim_time = 0.0;
midend_finish_move(me);