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game_timing_state() now has access to the game_ui. This means that
whether the timer is currently going is no longer solely dependent on the current game_state: it can be dependent on more persistent information stored in the game_ui. In particular, Mines now freezes the timer permanently once you complete a grid for the first time, so that you can then backtrack through your solution process without destroying the information about how long it took you the first time through. [originally from svn r6088]
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@ -947,7 +947,7 @@ static int game_wants_statusbar(void)
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return TRUE;
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}
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static int game_timing_state(game_state *state)
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static int game_timing_state(game_state *state, game_ui *ui)
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{
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return TRUE;
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}
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