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Fixed animation skipping with no sound mod and enemy having first turn
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0c78e47dce
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@ -451,7 +451,7 @@ void CGuiHandler::renderFrame()
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bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
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bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
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while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
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while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
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boost::this_thread::sleep(boost::posix_time::milliseconds(15));
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boost::this_thread::sleep(boost::posix_time::milliseconds(1));
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if(acquiredTheLockOnPim)
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if(acquiredTheLockOnPim)
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{
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{
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@ -623,8 +623,8 @@ void CFramerateManager::framerateDelay()
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currentTicks = SDL_GetTicks();
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currentTicks = SDL_GetTicks();
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// recalculate timeElapsed for external calls via getElapsed()
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// recalculate timeElapsed for external calls via getElapsed()
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// limit it to 1000 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
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// limit it to 100 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
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timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);
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timeElapsed = std::min<ui32>(currentTicks - lastticks, 100);
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lastticks = SDL_GetTicks();
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lastticks = SDL_GetTicks();
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