Non-time-limited animations should not run until next ?!?
SVN revision: 81816
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@ -271,8 +271,7 @@ _AnimatorsRun(Animator ** head, unsigned int frame_num, unsigned int next_frame)
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if (an->duration > 0)
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first = 0;
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if (an->category >= 0 && an->duration > 0 &&
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LATER(an->next_frame, frame_num))
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if (an->category >= 0 && LATER(an->next_frame, frame_num))
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goto check_next_frame;
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/*{ start of old _AnimatorRun() */
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