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NANCY: Make sure TurningPuzzle triggers flag
Solving a TurningPuzzle without an animation (e.g. the crossed eyes box in nancy6) would previously not trigger the solve flag, rendering the puzzle unsolveable. This has now been fixed.
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@ -208,7 +208,12 @@ void TurningPuzzle::execute() {
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if (_currentOrder == _correctOrder) {
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_state = kActionTrigger;
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_solveState = _solveAnimate ? kWaitForAnimation : kWaitForSound;
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if (_solveAnimate) {
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_solveState = kWaitForAnimation;
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} else {
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_solveState = kWaitForSound;
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NancySceneState.setEventFlag(_solveScene._flag);
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}
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_objectCurrentlyTurning = -1;
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_turnFrameID = 0;
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_nextTurnTime = g_nancy->getTotalPlayTime() + (_solveDelayBetweenTurns * 1000 / _currentOrder.size());
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