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SHERLOCK: RT: Save sequence starts in _startSeq, not _sequenceNumber
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@ -61,6 +61,7 @@ BaseObject::BaseObject() {
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_images = nullptr;
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_imageFrame = nullptr;
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_sequenceNumber = 0;
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_startSeq = 0;
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_walkCount = 0;
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_allow = 0;
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_frameNumber = 0;
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@ -428,10 +429,9 @@ void BaseObject::setObjSequence(int seq, bool wait) {
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if (_frameNumber >= checkFrame)
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_frameNumber = 0;
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// For Rose Tattoo, save the starting frame for new sequences in the _sequenceNumber field,
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// to make it easier to reset back for repeats
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// For Rose Tattoo, save the starting frame for new sequences
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if (IS_ROSE_TATTOO)
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_sequenceNumber = _frameNumber;
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_startSeq = _frameNumber;
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_seqCounter = 0;
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if (_sequences[_frameNumber] == 0)
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@ -441,9 +441,10 @@ void BaseObject::setObjSequence(int seq, bool wait) {
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} else {
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// Find beginning of sequence
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if (IS_ROSE_TATTOO) {
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// Use the sequence number as the index to reset the sequence back to
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_frameNumber = _sequenceNumber;
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// Use the saved start of the sequence to reset the frame
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_frameNumber = _startSeq;
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} else {
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// For Scalpel, scan backwards from the end of the sequence to find it's start
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do {
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--_frameNumber;
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} while (_frameNumber > 0 && _sequences[_frameNumber] != 0);
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@ -209,6 +209,7 @@ public:
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ImageFile *_images; // Sprite images
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ImageFrame *_imageFrame; // Pointer to shape in the images
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int _sequenceNumber; // Sequence being used
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int _startSeq; // Frame sequence starts at
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int _walkCount; // Walk counter
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int _allow; // Allowed UI commands
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int _frameNumber; // Frame number in rame sequence to draw
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@ -289,7 +290,6 @@ public:
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int8 _misc; // Miscellaneous use
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// Rose Tattoo fields
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int _startSeq; // Frame sequence starts at
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ImageFrame *_stopFrames[8]; // Stop/rest frame for each direction
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ImageFile *_altImages; // Images used for alternate NPC sequences
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int _altSeq; // Which of the sequences the alt graphics apply to (0: main, 1=NPC seq)
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