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Only P_InitPicAnims when wads are loaded.
Not in P_SetupLevel. That's just dumb.
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2 changed files with 6 additions and 4 deletions
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@ -2587,10 +2587,6 @@ boolean P_SetupLevel(boolean skipprecip)
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R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette);
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R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette);
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CON_ReSetupBackColormap(mapheaderinfo[gamemap-1]->palette);
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CON_ReSetupBackColormap(mapheaderinfo[gamemap-1]->palette);
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// now part of level loading since in future each level may have
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// its own anim texture sequences, switches etc.
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P_InitPicAnims();
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// SRB2 determines the sky texture to be used depending on the map header.
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// SRB2 determines the sky texture to be used depending on the map header.
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P_SetupLevelSky(mapheaderinfo[gamemap-1]->skynum, true);
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P_SetupLevelSky(mapheaderinfo[gamemap-1]->skynum, true);
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@ -3001,6 +2997,9 @@ boolean P_AddWadFile(const char *wadfilename, char **firstmapname)
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else
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else
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R_FlushTextureCache(); // just reload it from file
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R_FlushTextureCache(); // just reload it from file
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// Reload ANIMATED / ANIMDEFS
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P_InitPicAnims();
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// Flush and reload HUD graphics
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// Flush and reload HUD graphics
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ST_UnloadGraphics();
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ST_UnloadGraphics();
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HU_LoadGraphics();
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HU_LoadGraphics();
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@ -1499,6 +1499,9 @@ void R_InitData(void)
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CONS_Printf("R_LoadTextures()...\n");
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CONS_Printf("R_LoadTextures()...\n");
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R_LoadTextures();
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R_LoadTextures();
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CONS_Printf("P_InitPicAnims()...\n");
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P_InitPicAnims();
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CONS_Printf("R_InitSprites()...\n");
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CONS_Printf("R_InitSprites()...\n");
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R_InitSpriteLumps();
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R_InitSpriteLumps();
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R_InitSprites();
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R_InitSprites();
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