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Changed saving and loading of actors to write the entire shadowmask array instead of writing one byte at a time.
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0c962164d4
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@ -253,9 +253,7 @@ void Actor::saveState(SaveGame *savedState) const {
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}
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savedState->writeLESint32(shadow.shadowMaskSize);
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for (int j = 0; j < shadow.shadowMaskSize; ++j) {
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savedState->writeByte(shadow.shadowMask[j]);
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}
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savedState->write(shadow.shadowMask, shadow.shadowMaskSize);
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savedState->writeLESint32(shadow.active);
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savedState->writeLESint32(shadow.dontNegate);
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}
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@ -410,9 +408,7 @@ bool Actor::restoreState(SaveGame *savedState) {
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delete[] shadow.shadowMask;
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if (shadow.shadowMaskSize > 0) {
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shadow.shadowMask = new byte[shadow.shadowMaskSize];
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for (int j = 0; j < shadow.shadowMaskSize; ++j) {
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shadow.shadowMask[j] = savedState->readByte();
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}
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savedState->read(shadow.shadowMask, shadow.shadowMaskSize);
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} else {
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shadow.shadowMask = NULL;
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}
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