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player: change interaction between revert_seek and ab-loops
The result isn't quite what I imagined, because the A-point is never marked as a seek point (so you can't jump between A and B), but it's still slightly better than before.
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@ -4627,6 +4627,7 @@ static void command_event(struct MPContext *mpctx, int event, void *arg)
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ctx->prev_pts < opts->ab_loop[1] &&
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now >= opts->ab_loop[1])
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{
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mark_seek(mpctx);
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queue_seek(mpctx, MPSEEK_ABSOLUTE, opts->ab_loop[0], 1, false);
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}
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}
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