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; Copy the current map's sprites' tile patterns to VRAM again after they have
; been overwritten by other tile patterns.
ReloadMapSpriteTilePatterns::
	ld hl, wFontLoaded
	ld a, [hl]
	push af
	res BIT_FONT_LOADED, [hl]
	push hl
	xor a
	ld [wSpriteSetID], a
	call DisableLCD
	call InitMapSprites
	call EnableLCD
	pop hl
	pop af
	ld [hl], a
	call LoadPlayerSpriteGraphics
	call LoadFontTilePatterns
	jp UpdateSprites