wined3d: Clear active lights when cleaning up a D3D stateblock.
This prevents dangling pointers as the light structures that the pointers in the state->lights array point to are freed below when cleaning the light maps.
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@ -539,6 +539,11 @@ void state_cleanup(struct wined3d_state *state)
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if (!(state->flags & WINED3D_STATE_NO_REF))
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state_unbind_resources(state);
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for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter)
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{
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state->lights[counter] = NULL;
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}
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for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
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{
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struct list *e1, *e2;
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