void CL_ParseEntityLump(char *entdata)
{
const char *data;
- char key[128], value[4096];
+ char key[128], value[MAX_INPUTLINE];
FOG_clear(); // LordHavoc: no fog until set
// LordHavoc: default to the map's sky (q3 shader parsing sets this)
R_SetSkyBox(cl.worldmodel->brush.skybox);