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Don't call flipToPage1 until renderer is loaded.
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@ -2142,23 +2142,27 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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export def textureControl(flg)#0
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flipToPage1
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if flg <> texturesLoaded and renderLoaded
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if flg
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_texControl(1)
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if mapIs3D; loadUtil3d; fin
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showingLamp = mapIs3D and (skyNum == 0 or skyNum == 8)
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else
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_texControl(0)
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if pModUtil3d and mapIs3D and !inScript // e.g. strafe -> script -> combat: need strafe to stay in mem!
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mmgr(FREE_MEMORY, pModUtil3d)
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pModUtil3d = NULL
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util3d = NULL
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if renderLoaded
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flipToPage1
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if flg <> texturesLoaded
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if flg
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_texControl(1)
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if mapIs3D; loadUtil3d; fin
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showingLamp = mapIs3D and (skyNum == 0 or skyNum == 8)
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else
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_texControl(0)
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if pModUtil3d and mapIs3D and !inScript // e.g. strafe -> script -> combat: need strafe to stay in mem!
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mmgr(FREE_MEMORY, pModUtil3d)
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pModUtil3d = NULL
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util3d = NULL
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fin
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showingLamp = FALSE
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fin
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showingLamp = FALSE
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fin
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texturesLoaded = flg
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else
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texturesLoaded = FALSE
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fin
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texturesLoaded = flg
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -2762,7 +2766,7 @@ export def callGlobalFunc(moduleNum, arg1, arg2, arg3)#1
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word pModule, pFunc, ret
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// First load the module
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flipToPage1()
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if renderLoaded; flipToPage1(); fin
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mmgr(START_LOAD, 1) // code is in partition 1
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pModule = mmgr(QUEUE_LOAD, moduleNum<<8 | RES_TYPE_MODULE)
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mmgr(FINISH_LOAD, 0)
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