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authorSimon Tatham <anakin@pobox.com>2005-10-22 16:52:16 +0000
committerSimon Tatham <anakin@pobox.com>2005-10-22 16:52:16 +0000
commiteb2013efc0a6201d0e46de65c1a905b676d13d01 (patch)
tree256e92f4cdd537713f9de693bae36b1ac9fb4e45 /map.c
parent40fcf516f40e10f23f5a9f6760bfffae206b2e49 (diff)
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Cleanup: it was absolutely stupid for game_wants_statusbar() to be a
function, since it took no parameters by which to vary its decision, and in any case it's hard to imagine a game which only _conditionally_ wants a status bar. Changed it into a boolean data field in the backend structure. [originally from svn r6417]
Diffstat (limited to 'map.c')
-rw-r--r--map.c7
1 files changed, 1 insertions, 6 deletions
diff --git a/map.c b/map.c
index f258b8a..4ab6c4f 100644
--- a/map.c
+++ b/map.c
@@ -2923,11 +2923,6 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
-static int game_wants_statusbar(void)
-{
- return FALSE;
-}
-
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
@@ -3121,7 +3116,7 @@ const struct game thegame = {
game_anim_length,
game_flash_length,
TRUE, TRUE, game_print_size, game_print,
- game_wants_statusbar,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
0, /* flags */
};