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Use I_AdvanceTrigger() instead of I_CheckAllInput() for the skip condition in Anim_Play()
git-svn-id: https://svn.eduke32.com/eduke32@7877 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 2 additions and 2 deletions
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@ -395,7 +395,7 @@ int32_t Anim_Play(const char *fn)
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{
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{
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G_HandleAsync();
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G_HandleAsync();
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if (VM_OnEventWithReturn(EVENT_SKIPCUTSCENE, g_player[screenpeek].ps->i, screenpeek, I_CheckAllInput()))
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if (VM_OnEventWithReturn(EVENT_SKIPCUTSCENE, g_player[screenpeek].ps->i, screenpeek, I_AdvanceTrigger()))
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{
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{
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running = 0;
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running = 0;
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break;
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break;
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@ -500,7 +500,7 @@ int32_t Anim_Play(const char *fn)
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tileSetSize(TILE_ANIM, 200, 320);
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tileSetSize(TILE_ANIM, 200, 320);
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tileInvalidate(TILE_ANIM, 0, 1 << 4); // JBF 20031228
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tileInvalidate(TILE_ANIM, 0, 1 << 4); // JBF 20031228
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if (VM_OnEventWithReturn(EVENT_SKIPCUTSCENE, g_player[screenpeek].ps->i, screenpeek, I_CheckAllInput()))
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if (VM_OnEventWithReturn(EVENT_SKIPCUTSCENE, g_player[screenpeek].ps->i, screenpeek, I_AdvanceTrigger()))
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{
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{
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running = 0;
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running = 0;
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goto end_anim_restore_gl;
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goto end_anim_restore_gl;
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