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Fix crash on drawStridedSlow.
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@ -1050,8 +1050,6 @@ void drawStridedSlow(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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if (This->StateBlock->textures[textureNo] != NULL) {
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int coordIdx = This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXCOORDINDEX];
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float *ptrToCoords = (float *)(sd->u.s.texCoords[coordIdx].lpData + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
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float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
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if (coordIdx > 7) {
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VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
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@ -1061,7 +1059,9 @@ void drawStridedSlow(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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continue;
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} else {
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float* ptrToCoords = (float*) (sd->u.s.texCoords[coordIdx].lpData + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
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int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == D3DVSDT_FLOAT1 etc */
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float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
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/* The coords to supply depend completely on the fvf / vertex shader */
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switch (coordsToUse) {
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