Tweak a paragraph after discussion with Simon.

[originally from svn r6144]
This commit is contained in:
Jacob Nevins
2005-07-29 08:20:40 +00:00
parent f44e4acd4a
commit 19c9453b5c

View File

@ -833,12 +833,12 @@ invalid when the game state changes; thus, Same Game's
\cw{changed_state()} function clears the current selection whenever
it is called.
Any call to \cw{changed_state()} can be sure that there will be a
subsequent call to \cw{anim_length()} and \cw{flash_length()}. So
\cw{changed_state()} can set up data in the \c{game_ui} which will
be read by \cw{anim_length()} and \cw{flash_length()}, and not have
to worry about those functions being called without the data having
been uninitialised.
When \cw{anim_length()} or \cw{flash_length()} are called, you can
be sure that there has been a previous call to \cw{changed_state()}.
So \cw{changed_state()} can set up data in the \c{game_ui} which will
be read by \cw{anim_length()} and \cw{flash_length()}, and those
functions will not have to worry about being called without the data
having been initialised.
\H{backend-moves} Making moves