Codechange: Pass SpriteGroup as reference to ResolveReal.
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@@ -120,10 +120,10 @@ static inline uint32_t GetVariable(const ResolverObject &object, ScopeResolver *
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* @param group Group to get.
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* @return The available sprite group.
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*/
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/* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const
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/* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup &group) const
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{
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if (!group->loaded.empty()) return group->loaded[0];
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if (!group->loading.empty()) return group->loading[0];
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if (!group.loaded.empty()) return group.loaded[0];
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if (!group.loading.empty()) return group.loading[0];
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return nullptr;
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}
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@@ -276,7 +276,7 @@ const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
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const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
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{
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return object.ResolveReal(this);
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return object.ResolveReal(*this);
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}
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/**
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