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Re-added a check in VM_Move that probably should't have been removed.
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@ -680,7 +680,7 @@ GAMEEXEC_STATIC void VM_Move(void)
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if (AC_MOVE_ID(vm.pData) == 0 || movflags == 0)
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{
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if (deadflag)
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if (deadflag || (vm.pActor->bpos.x != vm.pSprite->x) || (vm.pActor->bpos.y != vm.pSprite->y))
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setsprite(vm.spriteNum, &vm.pSprite->pos);
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return;
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