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mLoopCount is the number of *remaining* loops. So we should be checking for >0, not >1.
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@ -1874,7 +1874,7 @@ namespace MWMechanics
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mAnimation->play(mAnimQueue.front().mGroup, Priority_Default, MWRender::Animation::BlendMask_All, false,
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mAnimation->play(mAnimQueue.front().mGroup, Priority_Default, MWRender::Animation::BlendMask_All, false,
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1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
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1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
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}
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}
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else if (mAnimQueue.front().mLoopCount > 1 && mAnimQueue.front().mScripted)
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else if (mAnimQueue.front().mLoopCount > 0 && mAnimQueue.front().mScripted)
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{
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{
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// A scripted animation stopped playing before time.
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// A scripted animation stopped playing before time.
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// This happens when the animation object is rebuilt, so we should restart the animation here.
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// This happens when the animation object is rebuilt, so we should restart the animation here.
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