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- set all texture IDs after finishing the initial texture manager initialization.
As it turned out, not all textures have a valid ID at that point so it needs to be redone.
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@ -1184,6 +1184,13 @@ void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildI
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glPart = TexMan.CheckForTexture("glstuff/glpart.png", ETextureType::MiscPatch);
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glPart = TexMan.CheckForTexture("glstuff/glpart.png", ETextureType::MiscPatch);
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mirrorTexture = TexMan.CheckForTexture("glstuff/mirror.png", ETextureType::MiscPatch);
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mirrorTexture = TexMan.CheckForTexture("glstuff/mirror.png", ETextureType::MiscPatch);
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AddLocalizedVariants();
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AddLocalizedVariants();
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// Make sure all ID's are correct by resetting them here to the proper index.
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for (unsigned int i = 0, count = Textures.Size(); i < count; ++i)
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{
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Textures[i].Texture->SetID(i);
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}
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}
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}
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//==========================================================================
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//==========================================================================
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