Moved realisation to start_chat_ticking()
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Since the realisation could have been called from two paths that were previously one and the same (previously, the pre ending was the same as the text starting -- with the inclusion of non-interrupting preanims, these became different), in some select cases, the realisation could have played twice. As a solution to this, handling realisation is now done when the text starts ticking, as that guarantees that the realisation happens only once.
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@ -1582,13 +1582,6 @@ void Courtroom::handle_chatmessage_3()
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{
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{
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start_chat_ticking();
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start_chat_ticking();
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if (m_chatmessage[REALIZATION] == "1")
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{
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realization_timer->start(60);
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ui_vp_realization->show();
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sfx_player->play(ao_app->get_custom_realization(m_chatmessage[CHAR_NAME]));
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}
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int f_evi_id = m_chatmessage[EVIDENCE_ID].toInt();
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int f_evi_id = m_chatmessage[EVIDENCE_ID].toInt();
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QString f_side = m_chatmessage[SIDE];
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QString f_side = m_chatmessage[SIDE];
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@ -1979,6 +1972,13 @@ void Courtroom::start_chat_ticking()
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if (text_state != 0)
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if (text_state != 0)
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return;
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return;
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if (m_chatmessage[REALIZATION] == "1")
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{
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realization_timer->start(60);
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ui_vp_realization->show();
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sfx_player->play(ao_app->get_custom_realization(m_chatmessage[CHAR_NAME]));
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}
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ui_vp_message->clear();
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ui_vp_message->clear();
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set_text_color();
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set_text_color();
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rainbow_counter = 0;
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rainbow_counter = 0;
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