use SDL_Delay to sleep
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@@ -16,6 +16,7 @@
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#include "GameState.h"
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#include "GameState.h"
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#include "IniFile.h"
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#include "IniFile.h"
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#include "RageMath.h"
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#include "RageMath.h"
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#include "SDL_utils.h"
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#include <math.h>
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#include <math.h>
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@@ -88,7 +89,7 @@ void BGAnimationLayer::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewi
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m_Sprites[0].LoadBG( sMoviePath );
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m_Sprites[0].LoadBG( sMoviePath );
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m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites[0].GetTexture()->Play();
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m_Sprites[0].GetTexture()->Play();
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::Sleep( 50 ); // decode a frame so we don't see a black flash at the beginning
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SDL_Delay( 50 ); // decode a frame so we don't see a black flash at the beginning
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m_Sprites[0].GetTexture()->Pause();
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m_Sprites[0].GetTexture()->Pause();
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m_bRewindMovie = bRewind;
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m_bRewindMovie = bRewind;
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if( !bLoop )
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if( !bLoop )
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