/// If some constraint is redundant, return to normal state public override int RestoreRedundant() ///< \return number of changed states { int mchanges = mask.RestoreRedundant(); if (mchanges != 0) { ChangedLinkMask(); } return(mchanges); }
/// If some constraint is redundant, return to normal state public override int RestoreRedundant() { int mchanges = mask.RestoreRedundant(); if (mchanges != 0) { ChangedLinkMask(); } return(mchanges); }