fixed crashes and looping talking emotes
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0e1b50faaf
@ -76,11 +76,13 @@ void AOCharMovie::play_pre(QString p_char, QString p_emote, int duration)
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void AOCharMovie::play_talking(QString p_char, QString p_emote)
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void AOCharMovie::play_talking(QString p_char, QString p_emote)
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{
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{
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play_once = false;
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play(p_char, p_emote, "(b)");
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play(p_char, p_emote, "(b)");
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}
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}
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void AOCharMovie::play_idle(QString p_char, QString p_emote)
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void AOCharMovie::play_idle(QString p_char, QString p_emote)
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{
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{
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play_once = false;
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play(p_char, p_emote, "(a)");
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play(p_char, p_emote, "(a)");
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}
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}
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@ -839,6 +839,8 @@ void Courtroom::append_server_chatmessage(QString f_message)
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void Courtroom::on_chat_return_pressed()
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void Courtroom::on_chat_return_pressed()
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{
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{
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qDebug() << "anim_state: " << anim_state;
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if (ui_ic_chat_message->text() == "" || is_muted)
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if (ui_ic_chat_message->text() == "" || is_muted)
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return;
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return;
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@ -1233,8 +1235,8 @@ void Courtroom::chat_tick()
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chat_tick_timer->stop();
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chat_tick_timer->stop();
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if (anim_state == 2)
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if (anim_state == 2)
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{
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{
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ui_vp_player_char->play_idle(m_chatmessage[CHAR_NAME], m_chatmessage[EMOTE]);
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anim_state = 3;
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anim_state = 3;
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ui_vp_player_char->play_idle(m_chatmessage[CHAR_NAME], m_chatmessage[EMOTE]);
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}
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}
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}
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}
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