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Lock UI while adventure map has animations
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@@ -2032,7 +2032,9 @@ bool CPlayerInterface::capturedAllEvents()
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return true;
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return true;
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}
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}
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if (ignoreEvents)
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bool needToLockAdventureMap = adventureInt->active && CGI->mh->hasOngoingAnimations();
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if (ignoreEvents || needToLockAdventureMap)
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{
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{
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boost::unique_lock<boost::mutex> un(eventsM);
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boost::unique_lock<boost::mutex> un(eventsM);
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while(!SDLEventsQueue.empty())
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while(!SDLEventsQueue.empty())
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