Moved sleep animation check into the function rather than the switch statement
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@ -551,6 +551,9 @@ void endless_runner_face_activate(void *context) {
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ball_arr_seg = is_custom_lcd ? custom_ball_arr_seg : classic_ball_arr_seg;
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ball_arr_seg = is_custom_lcd ? custom_ball_arr_seg : classic_ball_arr_seg;
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obstacle_arr_com = is_custom_lcd ? custom_obstacle_arr_com : classic_obstacle_arr_com;
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obstacle_arr_com = is_custom_lcd ? custom_obstacle_arr_com : classic_obstacle_arr_com;
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obstacle_arr_seg = is_custom_lcd ? custom_obstacle_arr_seg : classic_obstacle_arr_seg;
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obstacle_arr_seg = is_custom_lcd ? custom_obstacle_arr_seg : classic_obstacle_arr_seg;
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if (watch_sleep_animation_is_running()) {
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watch_stop_blink();
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}
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}
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}
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bool endless_runner_face_loop(movement_event_t event, void *context) {
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bool endless_runner_face_loop(movement_event_t event, void *context) {
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@ -558,9 +561,6 @@ bool endless_runner_face_loop(movement_event_t event, void *context) {
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switch (event.event_type) {
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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case EVENT_ACTIVATE:
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disable_tap_control(state);
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disable_tap_control(state);
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if (watch_sleep_animation_is_running()) {
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watch_stop_blink();
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}
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check_and_reset_hi_score(state);
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check_and_reset_hi_score(state);
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display_title(state);
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display_title(state);
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break;
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break;
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