Setting me->anim_time = 0.0 right before calling midend_finish_move is
redundant, since midend_finish_move itself sets me->anim_time = 0.
me->ourgame->changed_state(me->ui,
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
me->ourgame->changed_state(me->ui,
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
midend_finish_move(me);
midend_redraw(me);
midend_set_timer(me);
midend_finish_move(me);
midend_redraw(me);
midend_set_timer(me);