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- clear the input state before starting a cutscene to ensure that it won't get skipped by residual input data.
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@ -331,6 +331,7 @@ public:
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actionState = clearbefore ? State_Clear : State_Run;
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actionState = clearbefore ? State_Clear : State_Run;
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if (index < jobs.Size()) screenfade = jobs[index].job->fadestyle & DScreenJob::fadein ? 0.f : 1.f;
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if (index < jobs.Size()) screenfade = jobs[index].job->fadestyle & DScreenJob::fadein ? 0.f : 1.f;
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startTime = -1;
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startTime = -1;
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inputState.ClearAllInput();
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}
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}
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int DisplayFrame()
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int DisplayFrame()
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