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fixed boat/item animation
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@ -3940,7 +3940,7 @@ int get_darkval(int d) {
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return 0;
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}
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void drawBoat(cell *c, const transmatrix* Vboat, transmatrix& Vboat0, transmatrix& V) {
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void drawBoat(cell *c, const transmatrix*& Vboat, transmatrix& Vboat0, transmatrix& V) {
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double footphase;
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if(c == cwt.at && hide_player()) return;
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bool magical = items[itOrbWater] && (isPlayerOn(c) || (isFriendly(c) && items[itOrbEmpathy]));
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@ -4839,7 +4839,7 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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poly.subprio = celldistance(c, viewctr.at->c7) + celldistance(c->move(a), viewctr.at->c7);
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}
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}
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if(among(c->wall, waBoat, waStrandedBoat)) drawBoat(c, &V, V, V);
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if(among(c->wall, waBoat, waStrandedBoat)) drawBoat(c, Vboat, V, V);
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else if(isFire(c)) {
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static int r = 0;
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r += ticks - lastt;
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