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- use proper owner interface in nnext sound check.
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@ -8336,7 +8336,8 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
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sndy = emitter->y;
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// sound attached to the sprite
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if (pSpr != emitter && emitter->owner != actor->GetSpriteIndex())
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auto emitterActor = &bloodActors[emitter - sprite];
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if (pSpr != emitter && emitterActor->GetOwner() != actor)
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{
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if (!sectRangeIsFine(emitter->sectnum)) return false;
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