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authorSimon Tatham <anakin@pobox.com>2005-09-06 22:28:04 +0000
committerSimon Tatham <anakin@pobox.com>2005-09-06 22:28:04 +0000
commitf8d1183c7a385d6c81479a5ed4a61cbf6e77e2e8 (patch)
tree7cfa274dafd9a74221db121fdc25f8210e271707
parentaec9667f00937fcbc110cc6f9a370499e864a6e9 (diff)
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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]
-rw-r--r--inertia.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/inertia.c b/inertia.c
index b490e04..e03db7e 100644
--- a/inertia.c
+++ b/inertia.c
@@ -710,11 +710,11 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
/*
* Increment the deaths counter. We only do this if
* ui->just_made_move is set (redoing a suicide move doesn't
- * kill you _again_), and also we only do it if the game isn't
- * completed (once you're finished, you can play).
+ * kill you _again_), and also we only do it if the game wasn't
+ * already completed (once you're finished, you can play).
*/
if (!oldstate->dead && newstate->dead && ui->just_made_move &&
- newstate->gems) {
+ oldstate->gems) {
ui->deaths++;
ui->just_died = TRUE;
} else {