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| author | Simon Tatham <anakin@pobox.com> | 2022-06-12 08:00:08 +0100 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2022-06-12 08:00:08 +0100 |
| commit | 387d323dd8d579db2c90b499b3b19f746cbdbce5 (patch) | |
| tree | f033d32b08d4fba989576f8f25afdb52a1796547 | |
| parent | c43a34fbfe430d235bafc379595761880a19ed9f (diff) | |
| download | puzzles-387d323dd8d579db2c90b499b3b19f746cbdbce5.zip puzzles-387d323dd8d579db2c90b499b3b19f746cbdbce5.tar.gz puzzles-387d323dd8d579db2c90b499b3b19f746cbdbce5.tar.bz2 puzzles-387d323dd8d579db2c90b499b3b19f746cbdbce5.tar.xz | |
Mines: fix a typo in a comment.
A sharp-eyed user just pointed it out.
| -rw-r--r-- | mines.c | 2 |
1 files changed, 1 insertions, 1 deletions
@@ -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 |