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