Prevent infinite loop in executeThreads() for IHNM. I don't know if this is
the correct behaviour, but surely it's less evil now? svn-id: r18606
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1 changed files with 1 additions and 1 deletions
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@ -103,7 +103,6 @@ void Script::executeThreads(uint msec) {
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ScriptThread *thread;
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ScriptThread *thread;
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ScriptThreadList::iterator threadIterator;
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ScriptThreadList::iterator threadIterator;
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if (_vm->_interface->_statusTextInput) {
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if (_vm->_interface->_statusTextInput) {
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return;
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return;
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}
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}
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@ -120,6 +119,7 @@ void Script::executeThreads(uint msec) {
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if (_vm->getGameType() == GType_IHNM) {
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if (_vm->getGameType() == GType_IHNM) {
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thread->_flags &= ~kTFlagFinished;
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thread->_flags &= ~kTFlagFinished;
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thread->_flags |= kTFlagAborted;
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thread->_flags |= kTFlagAborted;
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++threadIterator;
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} else {
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} else {
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threadIterator = _threadList.erase(threadIterator);
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threadIterator = _threadList.erase(threadIterator);
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}
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}
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