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					 1 changed files with 3 additions and 3 deletions
				
			
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					@ -2516,7 +2516,8 @@ namespace MWMechanics
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            {
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					            {
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                AnimationQueueEntry entry;
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					                AnimationQueueEntry entry;
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                entry.mGroup = iter->mGroup;
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					                entry.mGroup = iter->mGroup;
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                entry.mLoopCount = iter->mLoopCount;
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					                entry.mLoopCount
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					                    = static_cast<uint32_t>(std::min<uint64_t>(iter->mLoopCount, std::numeric_limits<uint32_t>::max()));
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                entry.mLooping = mAnimation->isLoopingAnimation(entry.mGroup);
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					                entry.mLooping = mAnimation->isLoopingAnimation(entry.mGroup);
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                entry.mStartKey = "start";
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					                entry.mStartKey = "start";
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                entry.mStopKey = "stop";
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					                entry.mStopKey = "stop";
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					@ -2586,7 +2587,6 @@ namespace MWMechanics
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        // exactly x times, while non-actors will loop x+1 instead.
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					        // exactly x times, while non-actors will loop x+1 instead.
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        if (mPtr.getClass().isActor())
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					        if (mPtr.getClass().isActor())
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            count--;
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					            count--;
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        count = std::max(count, 0u);
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        AnimationQueueEntry entry;
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					        AnimationQueueEntry entry;
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        entry.mGroup = groupname;
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					        entry.mGroup = groupname;
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					@ -2633,7 +2633,7 @@ namespace MWMechanics
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        entry.mGroup = groupname;
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					        entry.mGroup = groupname;
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        // Note: MWScript gives one less loop to actors than non-actors.
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					        // Note: MWScript gives one less loop to actors than non-actors.
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        // But this is the Lua version. We don't need to reproduce this weirdness here.
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					        // But this is the Lua version. We don't need to reproduce this weirdness here.
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        entry.mLoopCount = std::max(loops, 0u);
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					        entry.mLoopCount = loops;
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        entry.mStartKey = startKey;
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					        entry.mStartKey = startKey;
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        entry.mStopKey = stopKey;
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					        entry.mStopKey = stopKey;
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        entry.mLooping = mAnimation->isLoopingAnimation(groupname) || forceLoop;
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					        entry.mLooping = mAnimation->isLoopingAnimation(groupname) || forceLoop;
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