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Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.
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@ -624,7 +624,6 @@ void P_ResetMultiPlayer(int playerNum)
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s.pos = p.pos;
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updatesector(p.pos.x, p.pos.y, &p.cursectnum);
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setsprite(p.i, &tmpvect);
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s.clipdist = 64;
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