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- removed STAT_INVENTORY.
This was causing issues with sprite sorting. For this to work as intended, all actors in the world that display sprites need to remain in spawn order, including inventory items. The only thing this statnum was used for were some bot related search actions which are simply not worth breaking actual maps for some very minor performance gain.
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4 changed files with 3 additions and 4 deletions
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@ -259,7 +259,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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r = pr_botmove();
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if (r < 128)
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{
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TThinkerIterator<AInventory> it (STAT_INVENTORY, bglobal.firstthing);
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TThinkerIterator<AInventory> it (MAX_STATNUM+1, bglobal.firstthing);
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AInventory *item = it.Next();
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if (item != NULL || (item = it.Next()) != NULL)
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@ -1280,7 +1280,7 @@ void G_FinishTravel ()
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for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
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{
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inv->ChangeStatNum (STAT_INVENTORY);
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inv->ChangeStatNum (STAT_DEFAULT);
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inv->LinkToWorld ();
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inv->Travelled ();
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}
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@ -572,7 +572,6 @@ bool AInventory::ShouldRespawn ()
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void AInventory::BeginPlay ()
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{
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Super::BeginPlay ();
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ChangeStatNum (STAT_INVENTORY);
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flags |= MF_DROPPED; // [RH] Items are dropped by default
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}
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@ -53,7 +53,7 @@ enum
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STAT_BOSSTARGET, // A boss brain target
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STAT_LIGHTNING, // The lightning thinker
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STAT_DECALTHINKER, // An object that thinks for a decal
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STAT_INVENTORY, // An inventory item
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UNUSED_STAT_INVENTORY, // An inventory item (value kept for savegame compatibility.)
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STAT_LIGHT, // A sector light effect
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STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects!!!
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STAT_EARTHQUAKE, // Earthquake actors
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