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| author | Jonas Kölker <jonaskoelker@yahoo.com> | 2015-10-08 10:54:47 +0200 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2015-10-14 20:29:32 +0100 |
| commit | bf81e9c1fac2dc891d15d107a56db0c9b7482c20 (patch) | |
| tree | 6ed1635512ce91f4d691d02905f9e3938f7fc7f2 | |
| parent | af010d7283c4b9abbd610c93d9bc49d69e1eccfe (diff) | |
| download | puzzles-bf81e9c1fac2dc891d15d107a56db0c9b7482c20.zip puzzles-bf81e9c1fac2dc891d15d107a56db0c9b7482c20.tar.gz puzzles-bf81e9c1fac2dc891d15d107a56db0c9b7482c20.tar.bz2 puzzles-bf81e9c1fac2dc891d15d107a56db0c9b7482c20.tar.xz | |
Reset midend animation counters on starting a new game.
This is already done in midend_restart_game via midend_finish_move.
If it's good enough for restarting a game, it ought to also be good
enough for starting new games.
| -rw-r--r-- | midend.c | 1 |
1 files changed, 1 insertions, 0 deletions
@@ -454,6 +454,7 @@ void midend_new_game(midend *me) me->states[0].state); midend_size_new_drawstate(me); me->elapsed = 0.0F; + me->anim_pos = me->anim_time = 0.0F; if (me->ui) me->ourgame->free_ui(me->ui); me->ui = me->ourgame->new_ui(me->states[0].state); |