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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
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