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[vulkan] Clear the entity queues
bsp_draw_queue isn't the right place, but it's just place-holder code to help get the rest of the renderers up and running before I tackle bsp rendering. Fixes the segfault in demo1 when the zombies get gibbed, resulting in zombie entities.
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@ -1379,6 +1379,7 @@ bsp_draw_queue (const exprval_t **params, exprval_t *result, exprctx_t *ectx)
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//bctx->main_pass.entid_data = bframe->entid_data;
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//bctx->main_pass.entid_count = 0;
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EntQueue_Clear (r_ent_queue);
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clear_queues (bctx, &bctx->main_pass); // do this first for water and skys
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entity_t worldent = nullentity;
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int world_id = Vulkan_Scene_AddEntity (ctx, worldent);
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