Knights of Valour sprite alignment fix. This should resolve a graphical issue JackC pointed out to me ages ago. Will someone else please test to make sure I didn't re-introduce the crash bug in dmnfront?
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@ -154,18 +154,17 @@ static void pgm_draw_sprite_nozoom(INT32 wide, INT32 high, INT32 palt, INT32 bof
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}
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}
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if (yoff >= 0 && yoff < nScreenHeight && xpos >= 0 && (xpos + wide + 8) < nScreenWidth)
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if (yoff >= 0 && yoff < nScreenHeight && xpos >= 0 && (xpos + wide) < nScreenWidth)
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{
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for (INT32 xcnt = 0; xcnt < wide; xcnt+=8)
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{
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if (flipx) {
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xoff = xpos + (wide - xcnt);
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xoff = xpos + ((wide - 8) - xcnt);
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} else {
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xoff = xpos + xcnt;
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}
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aoffset += drawsprite[bdata[boffset & bdatasize]](dest + xoff, pdest + xoff, PGMSPRColROM + (aoffset & nPGMSPRColMaskLen), palt, prio);
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boffset++;
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}
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} else {
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@ -182,7 +181,7 @@ static void pgm_draw_sprite_nozoom(INT32 wide, INT32 high, INT32 palt, INT32 bof
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}
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if (flipx) {
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xoff = xpos + (wide - xcnt);
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xoff = xpos + (wide - xcnt) - 1;
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if (xoff < -7 || xoff >= nScreenWidth+8) {
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aoffset += sprmsktab[msk];
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