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Move SpriteFrames.Clear() from R_InitSprites to FTextureManager::Init
- Fixed: Blood sprite rotations were overwritten by the Doom sprite rotations.
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2 changed files with 1 additions and 2 deletions
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@ -925,8 +925,6 @@ void R_InitSprites ()
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numskins++;
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numskins++;
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}
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}
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SpriteFrames.Clear();
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// [RH] Do some preliminary setup
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// [RH] Do some preliminary setup
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if (skins != NULL) delete [] skins;
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if (skins != NULL) delete [] skins;
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skins = new FPlayerSkin[numskins];
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skins = new FPlayerSkin[numskins];
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@ -964,6 +964,7 @@ void FTextureManager::SortTexturesByType(int start, int end)
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void FTextureManager::Init()
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void FTextureManager::Init()
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{
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{
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DeleteAll();
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DeleteAll();
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SpriteFrames.Clear();
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// Init Build Tile data if it hasn't been done already
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// Init Build Tile data if it hasn't been done already
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if (BuildTileFiles.Size() == 0) CountBuildTiles ();
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if (BuildTileFiles.Size() == 0) CountBuildTiles ();
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FTexture::InitGrayMap();
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FTexture::InitGrayMap();
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