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Signpost: use new move_cursor() features
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@ -1511,13 +1511,14 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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char buf[80];
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if (IS_CURSOR_MOVE(button)) {
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move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, false, NULL);
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ui->cshow = true;
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char *ret;
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ret = move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, false,
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&ui->cshow);
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if (ui->dragging) {
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ui->dx = COORD(ui->cx) + TILE_SIZE/2;
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ui->dy = COORD(ui->cy) + TILE_SIZE/2;
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}
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return MOVE_UI_UPDATE;
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return ret;
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} else if (IS_CURSOR_SELECT(button)) {
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if (!ui->cshow)
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ui->cshow = true;
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