_LastState
if (_LastState()) {
PlayingState* lastState = _LastState();
int64 startFrame = _LastState()->start_frame;
int64 endFrame = _LastState()->end_frame;
if (startFrame != _LastState()->start_frame
|| endFrame != _LastState()->end_frame) {
PlayingState* state = new PlayingState(*_LastState());
int64 startFrame = _LastState()->first_visible_frame;
int64 endFrame = _LastState()->last_visible_frame;
if (startFrame != _LastState()->first_visible_frame
|| endFrame != _LastState()->last_visible_frame) {
PlayingState* state = new PlayingState(*_LastState());
int32 loopMode = _LastState()->loop_mode;
if (loopMode != _LastState()->loop_mode) {
PlayingState* state = new PlayingState(*_LastState());
if (!_LastState())
return _LastState()->play_mode;
if (!_LastState())
return _LastState()->loop_mode;
if (!_LastState())
return _LastState()->looping_enabled;
if (!_LastState())
if (!_LastState())
if (frameCount != _LastState()->frame_count) {
PlayingState* state = new PlayingState(*_LastState());
PlayingState* newState = new PlayingState(*_LastState());
PlayingState* newState = new PlayingState(*_LastState());
PlayingState* newState = new PlayingState(*_LastState());
PlayingState* newState = new PlayingState(*_LastState());
PlayingState* _LastState() const;