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authorSimon Tatham <anakin@pobox.com>2022-06-12 08:00:08 +0100
committerSimon Tatham <anakin@pobox.com>2022-06-12 08:00:08 +0100
commit387d323dd8d579db2c90b499b3b19f746cbdbce5 (patch)
treef033d32b08d4fba989576f8f25afdb52a1796547
parentc43a34fbfe430d235bafc379595761880a19ed9f (diff)
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Mines: fix a typo in a comment.
A sharp-eyed user just pointed it out.
-rw-r--r--mines.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/mines.c b/mines.c
index 51ec483..e977ac2 100644
--- a/mines.c
+++ b/mines.c
@@ -250,7 +250,7 @@ static const char *validate_params(const game_params *params, bool full)
* blocking the way and no idea what's behind them, or one mine
* and no way to know which of the two rows it's in. If the
* mine count is even you can create a soluble grid by packing
- * all the mines at one end (so what when you hit a two-mine
+ * all the mines at one end (so that when you hit a two-mine
* wall there are only as many covered squares left as there
* are mines); but if it's odd, you are doomed, because you
* _have_ to have a gap somewhere which you can't determine the