pub fn make_progress_run_with_splits_opt(timer: &mut Timer, splits: &[Option<f64>]) {
    for &split in splits {
        if let Some(split) = split {
            timer.set_game_time(TimeSpan::from_seconds(split));
            timer.split();
        } else {
            timer.skip_split();
        }
    }
}
/// Same as run_with_splits_opt, but progresses an already active attempt and
/// doesn't reset it. Useful for checking intermediate states.
Same as run_with_splits_opt, but progresses an already active attempt and
doesn't reset it. Useful for checking intermediate states.
Same as run_with_splits_opt but progresses an already active attempt and doesn ' t reset it . Useful for checking intermediate states .
pub fn make_progress_run_with_splits_opt(timer: &mut Timer, splits: &[Option<f64>]) {
    for &split in splits {
        if let Some(split) = split {
            timer.set_game_time(TimeSpan::from_seconds(split));
            timer.split();
        } else {
            timer.skip_split();
        }
    }
}
pub fn make_progress_run_with_splits_opt ( timer : & mut Timer , splits : & [ Option < f64 > ] ) { for & split in splits { if let Some ( split ) = split { timer . set_game_time ( TimeSpan :: from_seconds ( split ) ) ; timer . split ( ) ; } else { timer . skip_split ( ) ; } } }
Same as run_with_splits_opt, but progresses an already active attempt and
doesn't reset it.
Same as run_with_splits_opt but progresses an already active attempt and doesn ' t reset it .
timer
&mut Timer
splits
&[Option<f64>]
timer
&mut Timer
splits
&[Option<f64>]