Fix data race during palette animation with threaded blitters
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@@ -654,7 +654,10 @@ void QZ_GameLoop()
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_cocoa_subdriver->Draw(true);
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CSleep(1);
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for (int i = 0; i < 2; i++) GameLoop();
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for (int i = 0; i < 2; i++) {
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GameLoop();
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GameLoopPaletteAnimations();
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}
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UpdateWindows();
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QZ_CheckPaletteAnim();
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@@ -702,6 +705,7 @@ void QZ_GameLoop()
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if (old_shift_pressed != _shift_pressed) HandleShiftChanged();
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GameLoop();
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GameLoopPaletteAnimations();
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UpdateWindows();
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QZ_CheckPaletteAnim();
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