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fix bug #10965: animation jump for units with very long standing animations
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@ -329,7 +329,7 @@ void unit_animation::fill_initial_animations( std::vector<unit_animation> & anim
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animations.push_back(tmp_anim);
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tmp_anim = *itor;
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tmp_anim.unit_anim_.override(0,"","",0,"0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,");
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tmp_anim.unit_anim_.override(0,"","",0,"0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,");
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tmp_anim.event_ = utils::split("movement");
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animations.push_back(tmp_anim);
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@ -467,7 +467,7 @@ void unit_animation::add_anims( std::vector<unit_animation> & animations, const
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const config::child_list& movement_anims = expanded_cfg.get_children("movement_anim");
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for(anim_itor = movement_anims.begin(); anim_itor != movement_anims.end(); ++anim_itor) {
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if((**anim_itor)["offset"].empty() ) {
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(**anim_itor)["offset"] ="0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150";
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(**anim_itor)["offset"] ="0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,0~1:150,";
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}
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(**anim_itor)["apply_to"] ="movement";
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