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fix #3562: loaded objects are not unloaded when loading a new game
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@@ -398,6 +398,7 @@ void object_unload_chunk(rct_object_entry *entry)
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object_unload(object_type, chunk);
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free(chunk);
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memset(&object_entry_groups[object_type].entries[object_index], 0, sizeof(rct_object_entry_extended));
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object_entry_groups[object_type].chunks[object_index] = (uint8*)-1;
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}
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@@ -541,8 +541,6 @@ void set_load_objects_fail_reason()
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*/
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bool object_read_and_load_entries(SDL_RWops* rw)
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{
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object_unload_all();
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// Read all the object entries
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rct_object_entry *entries = malloc(OBJECT_ENTRY_COUNT * sizeof(rct_object_entry));
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sawyercoding_read_chunk(rw, (uint8*)entries);
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@@ -555,6 +553,8 @@ bool object_load_entries(rct_object_entry* entries)
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{
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log_verbose("loading required objects");
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object_unload_all();
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bool loadFailed = false;
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// Load each object
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for (int i = 0; i < OBJECT_ENTRY_COUNT; i++) {
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