Revert handling of negative animation time, which should never happen
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@ -1711,10 +1711,6 @@ export class Tileset {
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// Lexy runs cooldown from S to 1; CC2 from S-1 to 0. 0 is bad, because p becomes 1
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// Lexy runs cooldown from S to 1; CC2 from S-1 to 0. 0 is bad, because p becomes 1
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// and will overflow the cel lookup
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// and will overflow the cel lookup
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// FIXME handle this better! it happens even to lexy
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// FIXME handle this better! it happens even to lexy
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// this new one happened because of turntable attempt_step, not sure why yet
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if (p < 0) {
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p = 0;
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}
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if (p >= 1) {
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if (p >= 1) {
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p = 0.999;
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p = 0.999;
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}
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}
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