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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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@ -942,7 +942,7 @@ static int highlight_colour(float angle)
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}
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static float game_anim_length(game_state *oldstate, game_state *newstate,
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int dir)
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int dir, game_ui *ui)
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{
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if ((dir > 0 && newstate->just_used_solve) ||
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(dir < 0 && oldstate->just_used_solve))
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@ -952,7 +952,7 @@ static float game_anim_length(game_state *oldstate, game_state *newstate,
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}
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static float game_flash_length(game_state *oldstate, game_state *newstate,
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int dir)
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int dir, game_ui *ui)
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{
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if (!oldstate->completed && newstate->completed &&
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!oldstate->used_solve && !newstate->used_solve)
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@ -1012,7 +1012,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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*/
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if (oldstate) {
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float angle;
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float anim_max = game_anim_length(oldstate, state, dir);
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float anim_max = game_anim_length(oldstate, state, dir, ui);
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if (dir > 0) {
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lastx = state->lastx;
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