v0.8.2: fixed deadlocks in charsprite caused by safety check
I really need to adjust some graphics logic to never be called from the actor thread, that would properly prevent this.
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@ -339,7 +339,7 @@ public class CharSprite extends MovieClip implements Tweener.Listener, MovieClip
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flashTime = FLASH_INTERVAL;
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}
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public synchronized void add( State state ) {
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public void add( State state ) {
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switch (state) {
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case BURNING:
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burning = emitter();
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@ -393,7 +393,7 @@ public class CharSprite extends MovieClip implements Tweener.Listener, MovieClip
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}
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}
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public synchronized void remove( State state ) {
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public void remove( State state ) {
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switch (state) {
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case BURNING:
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if (burning != null) {
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