Render tweaks part 1: refactored sprite struct.
Optimized sprite handling in render. Fixed switch warning in control.
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@@ -20,7 +20,7 @@ TBlocker::TBlocker(TPinballTable* table, int groupIndex) : TCollisionComponent(t
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Timer = 0;
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MessageField = 0;
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ActiveFlag = 0;
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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}
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int TBlocker::Message(MessageCode code, float value)
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@@ -38,14 +38,14 @@ int TBlocker::Message(MessageCode code, float value)
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}
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MessageField = 0;
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ActiveFlag = 0;
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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if (code == MessageCode::TBlockerDisable)
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loader::play_sound(SoundIndex3, this, "TBlocker1");
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break;
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case MessageCode::TBlockerEnable:
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ActiveFlag = 1;
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loader::play_sound(SoundIndex4, this, "TBlocker2");
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render::sprite_set_bitmap(RenderSprite, ListBitmap->at(0));
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RenderSprite->set_bitmap(ListBitmap->at(0));
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if (Timer)
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timer::kill(Timer);
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Timer = timer::set(std::max(value, 0.0f), this, TimerExpired);
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