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authorJacob Nevins <jacobn@chiark.greenend.org.uk>2005-07-29 08:20:40 +0000
committerJacob Nevins <jacobn@chiark.greenend.org.uk>2005-07-29 08:20:40 +0000
commit19c9453b5c4a1ee0afaf9b85d2c107b70c627cd0 (patch)
treec7381436e8f647b60afabaff2dc35f981bc2d5e7
parentf44e4acd4a4216700ef8094cc4ae7251c6f4cdc6 (diff)
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Tweak a paragraph after discussion with Simon.
[originally from svn r6144]
-rw-r--r--devel.but12
1 files changed, 6 insertions, 6 deletions
diff --git a/devel.but b/devel.but
index 815fc1c..e63a9c7 100644
--- a/devel.but
+++ b/devel.but
@@ -833,12 +833,12 @@ invalid when the game state changes; thus, Same Game's
\cw{changed_state()} function clears the current selection whenever
it is called.
-Any call to \cw{changed_state()} can be sure that there will be a
-subsequent call to \cw{anim_length()} and \cw{flash_length()}. So
-\cw{changed_state()} can set up data in the \c{game_ui} which will
-be read by \cw{anim_length()} and \cw{flash_length()}, and not have
-to worry about those functions being called without the data having
-been uninitialised.
+When \cw{anim_length()} or \cw{flash_length()} are called, you can
+be sure that there has been a previous call to \cw{changed_state()}.
+So \cw{changed_state()} can set up data in the \c{game_ui} which will
+be read by \cw{anim_length()} and \cw{flash_length()}, and those
+functions will not have to worry about being called without the data
+having been initialised.
\H{backend-moves} Making moves