Right now there is a single global SpriteManager that holds
An array of all loaded sprite objects
A mapping of names to sprite sets
When a map with scripts is reloaded it will trigger the "scripts" sprite set to be rebuilt which will unload all sprites it contains. If there is a save state that has script sprites then it will likely fail once resumed when it attempts to render or access metadata about a sprite.
Right now there is a single global SpriteManager that holds
When a map with scripts is reloaded it will trigger the "scripts" sprite set to be rebuilt which will unload all sprites it contains. If there is a save state that has script sprites then it will likely fail once resumed when it attempts to render or access metadata about a sprite.