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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]
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@ -710,11 +710,11 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
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/*
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* Increment the deaths counter. We only do this if
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* ui->just_made_move is set (redoing a suicide move doesn't
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* kill you _again_), and also we only do it if the game isn't
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* completed (once you're finished, you can play).
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* kill you _again_), and also we only do it if the game wasn't
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* already completed (once you're finished, you can play).
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*/
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if (!oldstate->dead && newstate->dead && ui->just_made_move &&
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newstate->gems) {
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oldstate->gems) {
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ui->deaths++;
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ui->just_died = TRUE;
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} else {
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