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DRAGONS: Fixed Flicker sprite priority when walking off screen. Trac#11642
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@ -689,7 +689,7 @@ void DragonsEngine::updateHandler() {
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int16 priority = _scene->getPriorityAtPosition(Common::Point(actor->_x_pos, actor->_y_pos));
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int16 priority = _scene->getPriorityAtPosition(Common::Point(actor->_x_pos, actor->_y_pos));
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DragonINI *flicker = _dragonINIResource->getFlickerRecord();
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DragonINI *flicker = _dragonINIResource->getFlickerRecord();
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if (flicker && _scene->contains(flicker) && flicker->actor->_actorID == i) {
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if (flicker && _scene->contains(flicker) && flicker->actor->_actorID == i) {
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if (priority < 8 || priority == 0x10) {
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if ((priority >= 0 && priority < 8) || priority == 0x10) {
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actor->_priorityLayer = priority;
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actor->_priorityLayer = priority;
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}
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}
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} else {
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} else {
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