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Run setLoopingEnabled after the anim queue is updated
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@ -1539,6 +1539,9 @@ void CharacterController::updateAnimQueue()
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1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
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}
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}
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if(!mAnimQueue.empty())
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mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, mAnimQueue.size() <= 1);
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}
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void CharacterController::update(float duration)
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@ -1550,9 +1553,6 @@ void CharacterController::update(float duration)
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updateMagicEffects();
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if(!mAnimQueue.empty())
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mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, mAnimQueue.size() <= 1);
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if(!cls.isActor())
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updateAnimQueue();
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else if(!cls.getCreatureStats(mPtr).isDead())
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