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[Blood] Fix negative priority event processing
Some sprites (for example, "Blood Drip" sprite type 702) cause negative priority events to be added added to the event queue on map initialization. Despite them being the highest priority entries in the event queue, comparision with the game timer performs an implicit unsigned conversion, which wrongly results in their priority being considered much higher than the current in-game time, causing the event loop to never advance. This commit fixes this problem.
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1 changed files with 1 additions and 1 deletions
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@ -557,7 +557,7 @@ void evKill(int index, int type, CALLBACK_ID cb)
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void evProcess(unsigned int time)
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{
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while (queue.size() > 0 && time >= queue.begin()->priority)
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while (queue.size() > 0 && (int)time >= queue.begin()->priority)
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{
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EVENT event = *queue.begin();
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queue.erase(queue.begin());
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