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Cleanup: the `mouse_priorities' field in the back end has been a
more general-purpose flags word for some time now. Rename it to `flags'. [originally from svn r6414]
This commit is contained in:
6
midend.c
6
midend.c
@ -578,7 +578,7 @@ static int midend_really_process_key(midend *me, int x, int y, int button)
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* See if this move requires an animation.
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*/
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if (special(type) && !(type == SOLVE &&
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(me->ourgame->mouse_priorities & SOLVE_ANIMATES))) {
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(me->ourgame->flags & SOLVE_ANIMATES))) {
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anim_time = 0;
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} else {
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anim_time = me->ourgame->anim_length(oldstate,
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@ -690,7 +690,7 @@ int midend_process_key(midend *me, int x, int y, int button)
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* If the new button has lower priority than the old one,
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* don't bother doing this.
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*/
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if (me->ourgame->mouse_priorities &
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if (me->ourgame->flags &
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BUTTON_BEATS(me->pressed_mouse_button, button))
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return ret; /* just ignore it */
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@ -1214,7 +1214,7 @@ char *midend_solve(midend *me)
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me->states[me->statepos-2].state,
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me->states[me->statepos-1].state);
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me->dir = +1;
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if (me->ourgame->mouse_priorities & SOLVE_ANIMATES) {
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if (me->ourgame->flags & SOLVE_ANIMATES) {
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me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
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me->anim_time =
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me->ourgame->anim_length(me->states[me->statepos-2].state,
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