(svn r23448) -Fix: keep a local copy of the palette in the 32bpp animated blitter so changes of the palette data during the game don't influence drawing (with SDL)
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@@ -359,7 +359,7 @@ static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lP
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_cur_palette.first_dirty, _cur_palette.count_dirty);
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blitter->PaletteAnimate(_cur_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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@@ -853,6 +853,7 @@ void VideoDriver_Win32::MainLoop()
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_wnd.running = true;
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CheckPaletteAnim();
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for (;;) {
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uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
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