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@ -2025,12 +2025,8 @@ void CharacterController::unpersistAnimationState()
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bool CharacterController::playGroup(const std::string &groupname, int mode, int count, bool persist)
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{
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if(!mAnimation || !mAnimation->hasAnimation(groupname))
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{
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std::cerr<< "Animation "<<groupname<<" not found for " << mPtr.getCellRef().getRefId() << std::endl;
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return false;
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}
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else
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{
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// If this animation is a looped animation (has a "loop start" key) that is already playing
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// and has not yet reached the end of the loop, allow it to continue animating with its existing loop count
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// and remove any other animations that were queued.
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@ -2077,7 +2073,6 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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mAnimQueue.resize(1);
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mAnimQueue.push_back(entry);
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}
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}
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return true;
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}
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