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@alancutter alancutter commented Jul 26, 2016

this._paused = false;
if (this._isFinished || this._idle) {
this._currentTime = this._playbackRate > 0 ? 0 : this._totalDuration;
if (this._playbackRate >= 0) {
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Is it significant that this has gone from > 0 to >= 0?

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It kind of emulates the part in the spec that says "Set animation’s hold time to zero." when we don't really have the concept of a hold time here.

@suzyh
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suzyh commented Jul 26, 2016

Given that this has caused the finished play state tests to go backwards, I'm reluctant to merge this until it's clear that that can be fixed.

@alancutter
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finish() was already broken.
See follow up patch to make finish() a bit less broken: #477

@suzyh
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suzyh commented Jul 27, 2016

ack, lgtm

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2 participants