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&&selection[selection.Length-1]!=CurrentTasMovie.FrameCount;// last movie frame can't have input, but can be selected
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variSelection=0;
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varlastFrameIndexSeen=selection[iSelection]-1;
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while(iSelection<selection.Length)
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{
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varindex=selection[iSelection];
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if(index-lastFrameIndexSeenis not 1)break;
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lastFrameIndexSeen=index;
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iSelection++;
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}
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// `iSelection` now points to the element after the last of the first contiguous block--if the whole selection is contiguous, it's pointing after the end of the array...
CurrentTasMovie.SetBoolStates(frame:selection[blockStart],count:iSelection-blockStart,buttonName,val:!allPressed);// `count` arg will be 0 if the whole selection is contiguous
&&selection[selection.Length-1]!=CurrentTasMovie.FrameCount;// last movie frame can't have input, but can be selected
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variSelection=0;
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varlastFrameIndexSeen=selection[iSelection]-1;
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while(iSelection<selection.Length)
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{
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varindex=selection[iSelection];
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if(index-lastFrameIndexSeenis not 1)break;
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lastFrameIndexSeen=index;
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iSelection++;
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}
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// `iSelection` now points to the element after the last of the first contiguous block--if the whole selection is contiguous, it's pointing after the end of the array...
CurrentTasMovie.SetBoolStates(frame:selection[blockStart],count:iSelection-blockStart,buttonName,val:!allPressed);// `count` arg will be 0 if the whole selection is contiguous
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