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authorSimon Tatham <anakin@pobox.com>2005-07-10 10:17:13 +0000
committerSimon Tatham <anakin@pobox.com>2005-07-10 10:17:13 +0000
commit3d2c442bc42050af618706899314414248126476 (patch)
treecadfacf9b241b06145d08d5cd6100cc22ddcafad /puzzles.h
parent145301d0dc5b75a89620ffe88bc8a890699eef59 (diff)
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game_timing_state() now has access to the game_ui. This means that
whether the timer is currently going is no longer solely dependent on the current game_state: it can be dependent on more persistent information stored in the game_ui. In particular, Mines now freezes the timer permanently once you complete a grid for the first time, so that you can then backtrack through your solution process without destroying the information about how long it took you the first time through. [originally from svn r6088]
Diffstat (limited to 'puzzles.h')
-rw-r--r--puzzles.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/puzzles.h b/puzzles.h
index e35bece..e05a3e4 100644
--- a/puzzles.h
+++ b/puzzles.h
@@ -305,7 +305,7 @@ struct game {
game_ui *ui);
int (*wants_statusbar)(void);
int is_timed;
- int (*timing_state)(game_state *state);
+ int (*timing_state)(game_state *state, game_ui *ui);
int mouse_priorities;
};