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Fix running clearing IsReloaded().
Currently, if gate programs used loop(), they exitted immediately due to not having cleared this flag. svn-id: r45753
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@ -444,6 +444,7 @@ void Game::advanceAnimationsAndTestLoopExit() {
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bool walkingFinished = false;
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bool walkingFinished = false;
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if (_walkingState.isActive()) {
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if (_walkingState.isActive()) {
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walkingFinished = !_walkingState.continueWalkingOrClearPath();
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walkingFinished = !_walkingState.continueWalkingOrClearPath();
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// If walking has finished, the path won't be active anymore.
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}
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}
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// Advance animations (this may also call setExitLoop(true) in the
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// Advance animations (this may also call setExitLoop(true) in the
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@ -1355,6 +1356,7 @@ bool Game::enterNewRoom() {
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// If the game has been reloaded, force reloading all animations.
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// If the game has been reloaded, force reloading all animations.
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return true;
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return true;
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}
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}
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setIsReloaded(false);
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debugC(1, kDraciLogicDebugLevel, "Entering room %d using gate %d", _newRoom, _newGate);
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debugC(1, kDraciLogicDebugLevel, "Entering room %d using gate %d", _newRoom, _newGate);
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_vm->_mouse->cursorOff();
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_vm->_mouse->cursorOff();
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@ -1444,7 +1446,6 @@ bool Game::enterNewRoom() {
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// Reset the loop status.
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// Reset the loop status.
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setLoopStatus(kStatusOrdinary);
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setLoopStatus(kStatusOrdinary);
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setIsReloaded(false);
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if (_vm->_script->shouldEndProgram()) {
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if (_vm->_script->shouldEndProgram()) {
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// Escape pressed during the intro or map animations run in the
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// Escape pressed during the intro or map animations run in the
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// init scripts. This flag was turned on to skip the rest of
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// init scripts. This flag was turned on to skip the rest of
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