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- reordered the init calls in engineLoadBoard.
sprite lists must be done after preparing the arrays, otherwise important bits get overwritten.
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@ -435,8 +435,8 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
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auto spritepos = fr.Tell();
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// Now that we know the map's size, set up the globals.
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initspritelists(); // may not be used in Blood!
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allocateMapArrays(numsprites);
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initspritelists(); // may not be used in Blood!
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// Now load the actual data.
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fr.Seek(sectorpos, FileReader::SeekSet);
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