It's not exactly the same technically, but in function it is. The
only functional difference is that the original would sometimes show
an unexpected health bar for a small(ish) enemy, whereas the new
implementation never does that.
Also different is that exact location is still shown. Will fix that
next.
So, that segfault? Turns out there's a place where I forgot to check
if something was NULL before accessing it, which turned out to be
important because for some reason, gfx_textSprites[TS_RADIO] got
set to 32 at some point while gfx_messageBox remained NULL.
This may be indicative of a memory leak somewhere, but it's
also possible that maybe it was left-over from a previous mission
or something, which may have been what made it so hard to spot (that
would make the bug time-sensitive as well as context-sensitive). In
any case, at least the segfault is fixed now.