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Add origin-shifting (Shift+cursors) and source-shifting (Ctrl+cursors) to Net.
(Adding modifier+cursors handling has had minor knock-on effects on the other puzzles, so that they can continue to ignore modifiers.) (An unfortunate side effect of this is some artifacts in exterior barrier drawing; notably, a disconnected corner can now appear at the corner of the grid under some circumstances. I haven't found a satisfactory way round this yet.) [originally from svn r5844]
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2
solo.c
2
solo.c
@ -1828,7 +1828,7 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
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int tx, ty;
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game_state *ret;
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button &= ~MOD_NUM_KEYPAD; /* we treat this the same as normal */
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button &= ~MOD_MASK;
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tx = (x + TILE_SIZE - BORDER) / TILE_SIZE - 1;
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ty = (y + TILE_SIZE - BORDER) / TILE_SIZE - 1;
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