Cleanup: correct PlayState.stopped state which was inverted
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@@ -909,8 +909,8 @@ static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr ps_void)
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return 1;
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}
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if (ps->wait2 && ps->stopped) {
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ps->stopped = false;
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if (ps->wait2 && ps->stopped == false) {
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ps->stopped = true;
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}
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if (ps->wait2) {
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@@ -1726,8 +1726,8 @@ static char *wm_main_playanim_intern(int argc, const char **argv)
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ps.wait2 = ps.sstep;
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if (ps.wait2 == false && ps.stopped == false) {
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ps.stopped = true;
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if (ps.wait2 == false && ps.stopped) {
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ps.stopped = false;
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}
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pupdate_time();
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