diff --git a/src/p_setup.c b/src/p_setup.c index e56c44c7..f1d3a68c 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -2587,10 +2587,6 @@ boolean P_SetupLevel(boolean skipprecip) R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette); CON_ReSetupBackColormap(mapheaderinfo[gamemap-1]->palette); - // now part of level loading since in future each level may have - // its own anim texture sequences, switches etc. - P_InitPicAnims(); - // SRB2 determines the sky texture to be used depending on the map header. P_SetupLevelSky(mapheaderinfo[gamemap-1]->skynum, true); @@ -3001,6 +2997,9 @@ boolean P_AddWadFile(const char *wadfilename, char **firstmapname) else R_FlushTextureCache(); // just reload it from file + // Reload ANIMATED / ANIMDEFS + P_InitPicAnims(); + // Flush and reload HUD graphics ST_UnloadGraphics(); HU_LoadGraphics(); diff --git a/src/r_data.c b/src/r_data.c index cb5cf359..87b6b119 100644 --- a/src/r_data.c +++ b/src/r_data.c @@ -1499,6 +1499,9 @@ void R_InitData(void) CONS_Printf("R_LoadTextures()...\n"); R_LoadTextures(); + CONS_Printf("P_InitPicAnims()...\n"); + P_InitPicAnims(); + CONS_Printf("R_InitSprites()...\n"); R_InitSpriteLumps(); R_InitSprites();