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while (actor != null) {
		// Store ref to next BEFORE update since during update Actor may
		// remove itself
		temp = actor.m_next;
		if (actor.m_type == IActorType.ENEMY) {
			cActorEnemy enemy = (cActorEnemy) actor;
			if (!enemy.Enemy_IsDead() && !enemy.Enemy_IsDying() && !enemy.Enemy_IsFalling()) {
				
				if (isInHitRange(x, y, enemy, dir, attRectW, attRectH)) {
					//m_targetEnemyList[m_targetEnemyListSize] = (cActorEnemy)actor;
					//m_targetEnemyListSize++;
					enemy.ENEMY_GetHurt(cActorEnemy.K_ENEMY_SUBSTATE_HURT_FALL, dir, hurtValue);
				}
			}
		}