From 3d2c442bc42050af618706899314414248126476 Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Sun, 10 Jul 2005 10:17:13 +0000 Subject: 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] --- nullgame.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'nullgame.c') diff --git a/nullgame.c b/nullgame.c index 8af76ce..212d5c2 100644 --- a/nullgame.c +++ b/nullgame.c @@ -238,7 +238,7 @@ static int game_wants_statusbar(void) return FALSE; } -static int game_timing_state(game_state *state) +static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; } -- cgit v1.1