fixed dynlights to actually work
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2664 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -266,7 +266,7 @@ int numspawn[3], maploaded = 0, numflagspawn[2];
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bool load_world(char *mname) // still supports all map formats that have existed since the earliest cube betas!
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{
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preparectf(true);
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cleardlights();
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cleardynlights();
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pruneundos();
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clearworldsounds();
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setnames(mname);
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