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wesnoth.create_animator: Set standing right after animation completed rather than at finalization
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@ -337,7 +337,6 @@ static const char animatorKey[] = "unit animator";
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static int impl_animator_collect(lua_State* L) {
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unit_animator& anim = *static_cast<unit_animator*>(luaL_checkudata(L, 1, animatorKey));
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anim.set_all_standing();
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anim.~unit_animator();
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return 0;
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}
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@ -438,6 +437,7 @@ static int impl_run_animation(lua_State* L)
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unit_animator& anim = *static_cast<unit_animator*>(luaL_checkudata(L, 1, animatorKey));
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anim.start_animations();
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anim.wait_for_end();
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anim.set_all_standing();
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return 0;
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}
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