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Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. (#1169)
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@ -1564,6 +1564,12 @@ int FLevelLocals::FinishTravel ()
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{
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{
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pawn->Speed = pawn->GetDefault()->Speed;
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pawn->Speed = pawn->GetDefault()->Speed;
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}
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}
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IFVIRTUALPTRNAME(pawn, NAME_PlayerPawn, Travelled)
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{
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VMValue params[1] = { pawn };
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VMCall(func, params, 1, nullptr, 0);
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}
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// [ZZ] we probably don't want to fire any scripts before all players are in, especially with runNow = true.
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// [ZZ] we probably don't want to fire any scripts before all players are in, especially with runNow = true.
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pawns[pawnsnum++] = pawn;
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pawns[pawnsnum++] = pawn;
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}
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}
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@ -2432,6 +2432,18 @@ class PlayerPawn : Actor
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return wasdrowning;
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return wasdrowning;
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}
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}
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//===========================================================================
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//
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// PlayerPawn :: Travelled
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//
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// Called when the player moves to another map, in case it needs to do
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// special reinitialization. This is called after all carried items have
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// executed their respective Travelled() virtuals too.
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//
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//===========================================================================
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virtual void Travelled() {}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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//
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//
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//
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//
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