if (!had_error && loopclass != -1) {
state->completed = TRUE;
state->loop_length = dsfsize[loopclass];
- } else {
- state->completed = FALSE;
}
sfree(dsf);
(btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
(btn) == CURSOR_LEFT ? L : R)
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
int x, int y, int button)
{
int w = state->shared->w, h = state->shared->h /*, sz = state->shared->sz */;
static float game_flash_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
- if (!oldstate->completed &&
- newstate->completed && !newstate->used_solve)
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve)
return FLASH_TIME;
else
return 0.0F;