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Moved E_InitStaticHandlers(true) a bit higher in the initialization so that local scripts receive PlayerEntered properly
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490159f6df
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3 changed files with 11 additions and 2 deletions
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@ -197,6 +197,8 @@ void E_InitStaticHandlers(bool map)
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if (map) // don't initialize map handlers if restoring from savegame.
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{
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Printf("Initializing map handlers\n");
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// delete old handlers if any.
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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@ -211,6 +213,7 @@ void E_InitStaticHandlers(bool map)
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PClass* type = PClass::FindClass(typestring);
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if (!type || E_IsStaticType(type)) // don't init the really global stuff here.
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continue;
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Printf("global -> %s\n", typestring.GetChars());
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E_InitStaticHandler(type, typestring, false);
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}
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@ -218,6 +221,7 @@ void E_InitStaticHandlers(bool map)
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{
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FString typestring = level.info->EventHandlers[i];
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PClass* type = PClass::FindClass(typestring);
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Printf("level -> %s\n", typestring.GetChars());
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E_InitStaticHandler(type, typestring, true);
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}
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}
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@ -1021,6 +1021,7 @@ void G_DoLoadLevel (int position, bool autosave)
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}
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level.maptime = 0;
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P_SetupLevel (level.MapName, position);
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AM_LevelInit();
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@ -1062,6 +1063,7 @@ void G_DoLoadLevel (int position, bool autosave)
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}
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level.starttime = gametic;
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G_UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the level.
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G_FinishTravel ();
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// For each player, if they are viewing through a player, make sure it is themselves.
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@ -1073,8 +1075,6 @@ void G_DoLoadLevel (int position, bool autosave)
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}
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}
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StatusBar->AttachToPlayer (&players[consoleplayer]);
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// [ZZ] init per-map static handlers
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E_InitStaticHandlers(true);
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// unsafe world load
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E_WorldLoadedUnsafe();
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// regular world load (savegames are handled internally)
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@ -78,6 +78,7 @@
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#ifndef NO_EDATA
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#include "edata.h"
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#endif
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#include "events.h"
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#include "fragglescript/t_fs.h"
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@ -3627,6 +3628,10 @@ void P_SetupLevel (const char *lumpname, int position)
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I_Error("Unable to open map '%s'\n", lumpname);
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}
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// [ZZ] init per-map static handlers. we need to call this before everything is set up because otherwise scripts don't receive PlayerEntered event
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// (which happens at god-knows-what stage in this function, but definitely not the last part, because otherwise it'd work to put E_InitStaticHandlers before the player spawning)
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E_InitStaticHandlers(true);
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// generate a checksum for the level, to be included and checked with savegames.
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map->GetChecksum(level.md5);
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// find map num
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