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	Remove instances of HAVE_BLUA that actually disable Lua now
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					 3 changed files with 1 additions and 9 deletions
				
			
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			@ -459,7 +459,6 @@ boolean B_CheckRespawn(player_t *player)
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	if (!sonic || sonic->health <= 0)
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		return false;
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#ifdef HAVE_BLUA
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	// B_RespawnBot doesn't do anything if the condition above this isn't met
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	{
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		UINT8 shouldForce = LUAh_BotRespawn(sonic, tails);
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			@ -472,7 +471,6 @@ boolean B_CheckRespawn(player_t *player)
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		else if (shouldForce == 2)
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			return false;
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	}
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#endif
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	// Check if Sonic is busy first.
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	// If he's doing any of these things, he probably doesn't want to see us.
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			@ -8848,10 +8848,8 @@ void A_Dye(mobj_t *actor)
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	mobj_t *target = ((locvar1 && actor->target) ? actor->target : actor);
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	UINT8 color = (UINT8)locvar2;
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#ifdef HAVE_BLUA
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	if (LUA_CallAction("A_Dye", actor))
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		return;
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#endif
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	if (color >= MAXTRANSLATIONS)
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		return;
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			@ -14508,4 +14506,4 @@ void A_ChangeHeight(mobj_t *actor)
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		actor->height += locvar1;
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	}
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	P_SetThingPosition(actor);
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}
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}
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			@ -1541,10 +1541,6 @@ boolean P_EvaluateMusicStatus(UINT16 status, const char *musname)
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	int i;
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	boolean result = false;
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#ifndef HAVE_BLUA
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	(void)musname;
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#endif
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	for (i = 0; i < MAXPLAYERS; i++)
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	{
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		if (!P_IsLocalPlayer(&players[i]))
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