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Fix offscreen teleporter rendering
This fixes an oddity that's only visual, which could only happen in custom levels by using the createentity() internal command. For the same reason that the second through fourth tiles of moving platforms on the top and left was buggily rendered, SDL_BlitSurface() strikes again to mutate the SDL_Rect we pass it and render the next SDL_BlitSurface() call inbounds, even though we don't need it to.
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@ -2839,6 +2839,7 @@ void Graphics::drawtele(int x, int y, int t, int c)
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if (t > 9) t = 8;
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if (t > 9) t = 8;
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if (t < 0) t = 0;
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if (t < 0) t = 0;
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setRect(telerect, x , y, tele_rect.w, tele_rect.h );
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BlitSurfaceColoured(tele[t], NULL, backBuffer, &telerect, ct);
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BlitSurfaceColoured(tele[t], NULL, backBuffer, &telerect, ct);
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}
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}
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