- reordered the init calls in engineLoadBoard.

sprite lists must be done after preparing the arrays, otherwise important bits get overwritten.
This commit is contained in:
Christoph Oelckers 2021-12-11 12:51:07 +01:00
parent 507dc10e4f
commit 10c6fde8d6

View file

@ -435,8 +435,8 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
auto spritepos = fr.Tell();
// Now that we know the map's size, set up the globals.
initspritelists(); // may not be used in Blood!
allocateMapArrays(numsprites);
initspritelists(); // may not be used in Blood!
// Now load the actual data.
fr.Seek(sectorpos, FileReader::SeekSet);