don't time out on movie frame semaphores
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@@ -882,8 +882,10 @@ void MovieTexture_FFMpeg::DecoderThread()
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ConvertFrame();
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ConvertFrame();
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/* We just went into FRAME_WAITING. Don't actually check; the main thread
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/* We just went into FRAME_WAITING. Don't actually check; the main thread
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* will change us back to FRAME_NONE without locking, and poke m_BufferFinished. */
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* will change us back to FRAME_NONE without locking, and poke m_BufferFinished.
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m_BufferFinished.Wait();
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* Don't time out on this; if a new screen has started loading, this might not
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* return for a while. */
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m_BufferFinished.Wait( false );
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/* If the frame wasn't used, then we must be shutting down. */
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/* If the frame wasn't used, then we must be shutting down. */
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ASSERT_M( m_ImageWaiting == FRAME_NONE || m_State == DECODER_QUIT, ssprintf("%i, %i", m_ImageWaiting, m_State) );
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ASSERT_M( m_ImageWaiting == FRAME_NONE || m_State == DECODER_QUIT, ssprintf("%i, %i", m_ImageWaiting, m_State) );
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