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Fix oversight with inverted gametype check
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@ -2638,7 +2638,7 @@ static void HU_DrawRankings(void)
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UINT32 whiteplayer;
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// draw the current gametype in the lower right
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if (gametype >= 0 || gametype < gametypecount)
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if (gametype >= 0 && gametype < gametypecount)
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V_DrawString(4, splitscreen ? 184 : 192, 0, Gametype_Names[gametype]);
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if (gametyperules & (GTR_TIMELIMIT|GTR_POINTLIMIT))
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