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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]
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@ -1683,7 +1683,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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}
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static float game_anim_length(game_state *oldstate,
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game_state *newstate, int dir)
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game_state *newstate, int dir, game_ui *ui)
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{
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/*
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* Don't animate an auto-solve move.
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@ -1696,7 +1696,7 @@ static float game_anim_length(game_state *oldstate,
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}
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static float game_flash_length(game_state *oldstate,
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game_state *newstate, int dir)
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game_state *newstate, int dir, game_ui *ui)
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{
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/*
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* If the game has just been completed, we display a completion
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