+ me->dir = +1;
+ if (me->ourgame->mouse_priorities & SOLVE_ANIMATES) {
+ me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
+ me->anim_time =
+ me->ourgame->anim_length(me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state,
+ +1, me->ui);
+ me->anim_pos = 0.0;
+ } else {
+ me->anim_time = 0.0;
+ midend_finish_move(me);
+ }