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MADS: Remove redundant frame entry remap block in animation loading
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@ -296,18 +296,10 @@ void Animation::load(UserInterface &interfaceSurface, MSurface &depthSurface,
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if (usageList.size() > 0)
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_vm->_palette->_paletteUsage.updateUsage(usageList, _header._messagesCount);
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if (_header._bgType == ANIMBG_INTERFACE) {
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// Remaps the sprite list indexes for frames to the loaded sprite list indexes
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for (uint i = 0; i < _frameEntries.size(); ++i) {
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int spriteListIndex = _frameEntries[i]._spriteSlot._spritesIndex;
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_frameEntries[i]._spriteSlot._spritesIndex = _spriteListIndexes[spriteListIndex];
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}
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} else {
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// Remaps the sprite list indexes for frames to the loaded sprite list indexes
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for (uint i = 0; i < _frameEntries.size(); ++i) {
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int spriteListIndex = _frameEntries[i]._spriteSlot._spritesIndex;
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_frameEntries[i]._spriteSlot._spritesIndex = _spriteListIndexes[spriteListIndex];
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}
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// Remaps the sprite list indexes for frames to the loaded sprite list indexes
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for (uint i = 0; i < _frameEntries.size(); ++i) {
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int spriteListIndex = _frameEntries[i]._spriteSlot._spritesIndex;
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_frameEntries[i]._spriteSlot._spritesIndex = _spriteListIndexes[spriteListIndex];
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}
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f.close();
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