if (!StopClockTimer()) return;
if (!appData.clockMode) return;
- printf("Debug: in stop clocks\n");
-
GetTimeMark(&now);
lastTickLength = SubtractTimeMarks(&now, &tickStartTM);
DisplayBlackClock(blackTimeRemaining, !WhiteOnMove(currentMove));
}
CheckFlags();
- printf("Debug: end stop clocks\n");
}
/* Start clock of player on move. Time may have been reset, so