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- removed last remaining accesses to sprite[] and xsprite[] from nnexts.cpp.
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85c4b96177
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1 changed files with 3 additions and 3 deletions
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@ -3656,7 +3656,7 @@ void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, int index, DBloodAc
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int nSpawned = InsertSprite(pSprite->sectnum, kStatDecoration);
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auto spawned = &bloodActors[nSpawned];
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auto pSpawned = &spawned->s();
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int top, bottom; GetSpriteExtents(&sprite[index], &top, &bottom);
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int top, bottom; GetActorExtents(spawned, &top, &bottom);
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pSpawned->x = pSprite->x;
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pSpawned->y = pSprite->y;
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switch (pXSource->data3)
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@ -6303,7 +6303,7 @@ int useCondition(DBloodActor* sourceactor, const EVENT& event)
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if (objType == OBJ_SPRITE && event.actor == nullptr) return -1;
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if (objType == OBJ_SPRITE) objIndex = event.actor->s().index; // need this below for calling nnExtTriggerObject
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if (objType == OBJ_SPRITE && event.actor != sourceactor)
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srcIsCondition = (sprite[objIndex].type == kModernCondition || sprite[objIndex].type == kModernConditionFalse);
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srcIsCondition = (event.actor->s().type == kModernCondition || event.actor->s().type == kModernConditionFalse);
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// if it's a tracking condition, it must ignore all the commands sent from objects
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if (pXSource->busyTime > 0 && event.funcID != kCallbackMax) return -1;
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@ -8592,7 +8592,7 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
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continue;
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spritetype* pSteal = &iactor->s();
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XSPRITE* pXSteal = &xsprite[pSteal->extra];
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XSPRITE* pXSteal = &iactor->x();
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if (pXSteal->locked) // ignore locked regions
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continue;
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