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Infrastructure change: game_anim_length and game_flash_length now
both get passed a pointer to the game_ui. This means that if they need to note down information for the redraw function about what _type_ of flash or animation is required, they now have somewhere to do so. [originally from svn r5858]
This commit is contained in:
5
midend.c
5
midend.c
@ -212,7 +212,8 @@ static void midend_finish_move(midend_data *me)
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flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
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me->states[me->statepos-2].state,
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me->states[me->statepos-1].state,
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me->oldstate ? me->dir : +1);
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me->oldstate ? me->dir : +1,
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me->ui);
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if (flashtime > 0) {
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me->flash_pos = 0.0F;
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me->flash_time = flashtime;
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@ -333,7 +334,7 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
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} else {
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anim_time = me->ourgame->anim_length(oldstate,
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me->states[me->statepos-1].state,
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me->dir);
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me->dir, me->ui);
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}
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me->oldstate = oldstate;
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