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[haxe] Fix AnimationState complete event bad porting from 88b009c
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@ -465,7 +465,7 @@ class AnimationState {
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complete = true;
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complete = true;
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else {
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else {
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var cycles:Float = Math.floor(entry.trackTime / duration);
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var cycles:Float = Math.floor(entry.trackTime / duration);
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complete = cycles > 0 && cycles > Math.floor(entry.trackTime / duration);
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complete = cycles > 0 && cycles > Math.floor(entry.trackLast / duration);
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}
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}
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} else
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} else
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complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
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complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
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@ -327,7 +327,7 @@ class SkeletonSprite extends DisplayObject implements IAnimatable {
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var steps = 100, time = 0.;
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var steps = 100, time = 0.;
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var stepTime = animation.duration != 0 ? animation.duration / steps : 0;
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var stepTime = animation.duration != 0 ? animation.duration / steps : 0;
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var minX = 100000000., maxX = -100000000., minY = 100000000., maxY = -100000000.;
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var minX = 100000000., maxX = -100000000., minY = 100000000., maxY = -100000000.;
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var bound:lime.math.Rectangle;
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var bound:lime.math.Rectangle;
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for (i in 0...steps) {
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for (i in 0...steps) {
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animation.apply(_skeleton, time , time, false, [], 1, MixBlend.setup, MixDirection.mixIn);
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animation.apply(_skeleton, time , time, false, [], 1, MixBlend.setup, MixDirection.mixIn);
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