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- fixed handling of PlayerEntered event.
This was done in P_SpawnPlayer where it would be called not only on voodoo dolls but also on temporary player pawns. The second case was attempted to avoid, but this would break intra-hub travels to unvisited levels. Moved the handling to G_DoLoadLevel for all cases where we have a clear and unambiguous situation with all players being set up and no voodoo dolls that might trigger an event.
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2 changed files with 18 additions and 21 deletions
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@ -5511,9 +5511,6 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{
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if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
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{
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// [ZZ] fire non-hub ENTER event
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// level.time is a hack to make sure that we don't call it on dummy player initialization during hub return.
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if (!level.time) E_PlayerEntered(int(p - players), false);
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FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
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}
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else if (state == PST_REBORN)
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