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Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Same Game
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@ -1305,11 +1305,11 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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tx = ui->xsel;
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tx = ui->xsel;
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ty = ui->ysel;
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ty = ui->ysel;
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} else
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} else
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return NULL;
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return MOVE_UNUSED;
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if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h)
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if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h)
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return NULL;
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return MOVE_UNUSED;
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if (COL(state, tx, ty) == 0) return NULL;
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if (COL(state, tx, ty) == 0) return MOVE_NO_EFFECT;
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if (ISSEL(ui,tx,ty)) {
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if (ISSEL(ui,tx,ty)) {
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if (button == RIGHT_BUTTON || button == CURSOR_SELECT2)
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if (button == RIGHT_BUTTON || button == CURSOR_SELECT2)
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