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Ignore ART mapping for TILE_ANIM, which is dynamically populated by the game
during ANM playback. git-svn-id: https://svn.eduke32.com/eduke32@3742 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -4569,7 +4569,7 @@ static void polymer_getbuildmaterial(_prmaterial* material, int16_t tile
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}
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// Lazily fill in all the textures we need, move this to precaching later
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if (pr_artmapping && (!pth || !pth->hicr)) {
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if (pr_artmapping && (!pth || !pth->hicr) && tilenum != (MAXTILES - 4)) {
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if (!prartmaps[tilenum]) {
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char *tilebuffer = (char *)waloff[tilenum];
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char *tempbuffer = (char *)Bmalloc(tilesizx[tilenum] * tilesizy[tilenum]);
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