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Fix issues when animation started from different scripts #159
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@@ -299,10 +299,10 @@ namespace dmSpine | |||
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static void ClearCompletionCallback(SpineAnimationTrack* track) |
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I use the same clear function to make sure we don't break current flow anywhere.
{ | ||
dmLogError("Could not send animation_done to listener: %d", result); | ||
RunTrackCallback(track.m_CallbackInfo, dmGameSystemDDF::SpineAnimationDone::m_DDFDescriptor, (const char*)&message, &sender, true); |
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not sure, maybe RunTrackCallback
should return dmGameObject::Result
as well?
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Looks good.
Some opportunities for some cleanup.
Fix #147