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AGS: Fix potentially invalid frame during Character turning
From upstream 84faeccb049883f6d55c0ba34c6a9f02f6bbdbe8
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@ -149,6 +149,8 @@ int CharacterInfo::update_character_walking(CharacterExtras *chex) {
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} else break;
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} else break;
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}
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}
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loop = turnlooporder[wantloop];
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loop = turnlooporder[wantloop];
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if (frame >= _GP(views)[view].loops[loop].numFrames)
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frame = 0; // AVD: make sure the loop always has a valid frame
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walking -= TURNING_AROUND;
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walking -= TURNING_AROUND;
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// if still turning, wait for next frame
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// if still turning, wait for next frame
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if (walking % TURNING_BACKWARDS >= TURNING_AROUND)
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if (walking % TURNING_BACKWARDS >= TURNING_AROUND)
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