{
struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
- if (part2->state != ANIM_STATE_RUNNING)
+ if (!(part2->state & ANIM_STATE_RUNNING))
continue;
if (isClickablePart(part2, mask))
if (!part->clickable)
continue;
- if (part->state != ANIM_STATE_RUNNING)
+ if (!(part->state & ANIM_STATE_RUNNING))
continue;
// always handle "any" click events (clicking anywhere on screen) ...