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Improve handling of reaching the stop animation text key
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@ -449,6 +449,7 @@ void Animation::doLoop(size_t layeridx)
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mLayer[layeridx].mTime = mLayer[layeridx].mLoopStartKey->first;
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mLayer[layeridx].mTime = mLayer[layeridx].mLoopStartKey->first;
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mLayer[layeridx].mNextKey = mLayer[layeridx].mLoopStartKey;
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mLayer[layeridx].mNextKey = mLayer[layeridx].mLoopStartKey;
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mLayer[layeridx].mNextKey++;
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mLayer[layeridx].mNextKey++;
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mLayer[layeridx].mPlaying = true;
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if(layeridx == 0 && mNonAccumCtrl)
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if(layeridx == 0 && mNonAccumCtrl)
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mLastPosition = mNonAccumCtrl->getTranslation(mLayer[layeridx].mTime) * mAccumulate;
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mLastPosition = mNonAccumCtrl->getTranslation(mLayer[layeridx].mTime) * mAccumulate;
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}
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}
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@ -608,7 +609,7 @@ Ogre::Vector3 Animation::runAnimation(float duration)
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if(layeridx == 0 && mNonAccumRoot)
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if(layeridx == 0 && mNonAccumRoot)
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movement += updatePosition();
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movement += updatePosition();
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mLayer[layeridx].mPlaying = (mLayer[layeridx].mLooping || mLayer[layeridx].mStopKey->first > mLayer[layeridx].mTime);
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mLayer[layeridx].mPlaying = (key != mLayer[layeridx].mStopKey);
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timepassed = targetTime - mLayer[layeridx].mTime;
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timepassed = targetTime - mLayer[layeridx].mTime;
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if(!handleTextKey(layeridx, key))
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if(!handleTextKey(layeridx, key))
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