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Removed an unclear (paranoid?) continue statement from the original engine. We are just doing a screen update more than the original this way. If this is bad, then we can go back, but for now, let the execution flow.
svn-id: r29505
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@ -288,7 +288,6 @@ void Parallaction::runGame() {
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if (_engineFlags & kEngineChangeLocation) {
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changeLocation(_location._name);
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continue;
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}
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runJobs();
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