- init bot specific actor properties righr after parsing DECORATE, not when spawning the first bot (which is too late.)

SVN r3032 (trunk)
This commit is contained in:
Christoph Oelckers 2010-12-12 21:09:16 +00:00
parent 572bc4620a
commit ececec1c65
3 changed files with 2 additions and 8 deletions

View file

@ -105,11 +105,6 @@ FArchive &operator<< (FArchive &arc, botskill_t &skill)
// This is intentionally not in the weapon definition anymore.
void InitBotStuff()
{
static bool done = false;
if (done) return;
done = true;
static struct BotInit
{
const char *type;

View file

@ -63,8 +63,6 @@ Everything that is changed is marked (maybe commented) with "Added by MC"
static FRandom pr_botspawn ("BotSpawn");
void InitBotStuff();
//Externs
FCajunMaster bglobal;
@ -321,7 +319,6 @@ bool FCajunMaster::SpawnBot (const char *name, int color)
waitingforspawn[playernumber] = true;
InitBotStuff();
Net_WriteByte (DEM_ADDBOT);
Net_WriteByte (playernumber);
{

View file

@ -52,6 +52,7 @@
#include "g_level.h"
extern void LoadActors ();
extern void InitBotStuff();
//==========================================================================
@ -121,6 +122,7 @@ void FActorInfo::StaticInit ()
Printf ("LoadActors: Load actor definitions.\n");
LoadActors ();
InitBotStuff();
}
//==========================================================================