From f8d1183c7a385d6c81479a5ed4a61cbf6e77e2e8 Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Tue, 6 Sep 2005 22:28:04 +0000 Subject: [PATCH] I arranged that dying after the game was already completed didn't increment the deaths counter. In doing so, I incorrectly handled the borderline case, so that a death incurred _in the act_ of collecting the final gem also didn't increment the deaths counter. Now it does. [originally from svn r6277] --- inertia.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/inertia.c b/inertia.c index b490e04..e03db7e 100644 --- a/inertia.c +++ b/inertia.c @@ -710,11 +710,11 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, /* * Increment the deaths counter. We only do this if * ui->just_made_move is set (redoing a suicide move doesn't - * kill you _again_), and also we only do it if the game isn't - * completed (once you're finished, you can play). + * kill you _again_), and also we only do it if the game wasn't + * already completed (once you're finished, you can play). */ if (!oldstate->dead && newstate->dead && ui->just_made_move && - newstate->gems) { + oldstate->gems) { ui->deaths++; ui->just_died = TRUE; } else {