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Avoid changing mouse cursor from the timeline when we're inside a sprite editor
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@ -724,6 +724,7 @@ bool Timeline::onProcessMessage(Message* msg)
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updateHotByMousePos(msg,
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gfx::Point(jmouse_x(0), jmouse_y(0)) - getBounds().getOrigin());
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if (used)
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return true;
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@ -747,6 +748,7 @@ bool Timeline::onProcessMessage(Message* msg)
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updateHotByMousePos(msg,
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gfx::Point(jmouse_x(0), jmouse_y(0)) - getBounds().getOrigin());
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if (used)
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return true;
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@ -1544,7 +1546,9 @@ void Timeline::updateHotByMousePos(ui::Message* msg, const gfx::Point& mousePos)
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LayerIndex hot_layer;
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FrameNumber hot_frame;
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updateHot(msg, mousePos, hot_part, hot_layer, hot_frame);
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setCursor(msg, mousePos);
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if (hasMouseOver())
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setCursor(msg, mousePos);
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}
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void Timeline::updateHot(ui::Message* msg, const gfx::Point& mousePos, int& hot_part, LayerIndex& hot_layer, FrameNumber& hot_frame)
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