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Remove some redundant casts and fix rct_sprite::AsDuck()
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@@ -438,10 +438,10 @@ void X8DrawingEngine::DrawDirtyBlocks(uint32 x, uint32 y, uint32 columns, uint32
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uint8 * screenDirtyBlocks = _dirtyGrid.Blocks;
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// Unset dirty blocks
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for (uint32 top = y; top < y + (uint32)rows; top++)
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for (uint32 top = y; top < y + rows; top++)
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{
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uint32 topOffset = top * dirtyBlockColumns;
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for (uint32 left = x; left < x + (uint32)columns; left++)
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for (uint32 left = x; left < x + columns; left++)
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{
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screenDirtyBlocks[topOffset + left] = 0;
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}
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