small fix, thx darone
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@ -73,6 +73,6 @@ void AnimatedTexture::processAnimation()
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AnimatedTexturePtr self = asAnimatedTexture();
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AnimatedTexturePtr self = asAnimatedTexture();
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// continue to animate only if something still referencing this texture
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// continue to animate only if something still referencing this texture
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if(self.use_count() > 1)
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if(self.use_count() > 2)
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g_dispatcher.scheduleEvent(std::bind(&AnimatedTexture::processAnimation, self), m_framesDelay[m_currentFrame]);
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g_dispatcher.scheduleEvent(std::bind(&AnimatedTexture::processAnimation, self), m_framesDelay[m_currentFrame]);
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}
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}
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