Ensure we don't leave our sprites in walking-in-place mode due to timing issues with resolving all the art.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@1001 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -234,10 +234,14 @@ public class CharacterSprite extends Sprite
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{
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{
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DisplayUtil.removeAllChildren(_mainSprite);
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DisplayUtil.removeAllChildren(_mainSprite);
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if (_aframes != null) {
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if (_aframes != null) {
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var curFrames :ActionFrames = _aframes;
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_aframes.getFrames(_orient, function(frames :MultiFrameBitmap) :void {
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_aframes.getFrames(_orient, function(frames :MultiFrameBitmap) :void {
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_framesBitmap = frames;
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// Ensure our action hasn't been swapped out on us since we started loading.
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DisplayUtil.removeAllChildren(_mainSprite);
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if (_aframes == curFrames) {
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_mainSprite.addChild(frames);
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_framesBitmap = frames;
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DisplayUtil.removeAllChildren(_mainSprite);
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_mainSprite.addChild(frames);
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}
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});
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});
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} else {
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} else {
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_framesBitmap = null;
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_framesBitmap = null;
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