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Draw HANDHOLDINGLASER and ~ACCESS with guniqhud=200 and 201, respectively.
This fixes updateanimation picking up foreign (and thus potentially oob) frame numbers at "3: c > n". git-svn-id: https://svn.eduke32.com/eduke32@2339 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -2280,12 +2280,20 @@ static int32_t P_DisplayAccess(int32_t gs,int32_t snum)
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// p = wall[g_player[snum].ps->access_wallnum].pal;
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if ((g_player[snum].ps->access_incs-3) > 0 && (g_player[snum].ps->access_incs-3)>>3)
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{
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guniqhudid = 200;
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G_DrawTileScaled(170+(g_player[snum].sync->avel>>4)-(g_player[snum].ps->look_ang>>1)+(access_y[g_player[snum].ps->access_incs]>>2),
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looking_arc+266-((g_player[snum].ps->horiz-g_player[snum].ps->horizoff)>>4),HANDHOLDINGLASER+(g_player[snum].ps->access_incs>>3),
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gs,262144,p);
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guniqhudid = 0;
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}
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else
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{
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guniqhudid = 201;
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G_DrawTileScaled(170+(g_player[snum].sync->avel>>4)-(g_player[snum].ps->look_ang>>1)+(access_y[g_player[snum].ps->access_incs]>>2),
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looking_arc+266-((g_player[snum].ps->horiz-g_player[snum].ps->horizoff)>>4),HANDHOLDINGACCESS,gs,4+262144,p);
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guniqhudid = 0;
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}
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return 1;
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}
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