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void DialogBox_PawnPromotion_Validated (void)
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void DialogBox_PawnPromotion_Validated (void)
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{
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{
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   // callback function called by the main game thread when the dialog box is validated
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   // callback function called by the main game thread when the dialog box is validated
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   boardmove_t *currentmove;
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   boardmove_t *currentmove;
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   player_t *opposite_player;
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   // remember this callback is no longer to be called
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   // remember this callback is no longer to be called
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   is_dialogbox_pawnpromotion_validated = false;
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   is_dialogbox_pawnpromotion_validated = false;
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   currentmove = &the_board.moves[the_board.move_count - 1]; // quick access to previous move
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   currentmove = &the_board.moves[the_board.move_count - 1]; // quick access to previous move
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   Move_DescribeInFEN (currentmove);
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   Move_DescribeInFEN (currentmove);
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   // forget the hovered and selected positions
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   // forget the hovered and selected positions
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   Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
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   Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
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   opposite_player = Player_GetOpposite ();
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   the_board.has_playerchanged = true; // pawn promotion is complete, we can switch players now
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   opposite_player->should_wakeup = true; // tell the opposite player to wake up
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   the_board.reevaluate = true; // evaluate the new board
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   the_board.reevaluate = true; // evaluate the new board
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   the_scene.update = true; // and redraw the scene
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   the_scene.update = true; // and redraw the scene
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   return; // finished, pawn has been promoted to the desired part type
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   return; // finished, pawn has been promoted to the desired part type
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}
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}