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- moved the FRenderer::StateChanged call from AActor::StaticSpawn to AActor::PostBeginPlay.
- ensured that all classes reach AActor's PostBeginPlay method. Some were missing a Super call. SVN r3404 (trunk)
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4 changed files with 8 additions and 5 deletions
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@ -102,6 +102,7 @@ class ARandomSpawner : public AActor
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{
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AActor * newmobj = NULL;
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bool boss = false;
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Super::PostBeginPlay();
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if (Species == NAME_None) { Destroy(); return; }
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const PClass * cls = PClass::FindClass(Species);
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if (this->flags & MF_MISSILE && target && target->target) // Attempting to spawn a missile.
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@ -531,7 +531,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
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newstate = newstate->GetNextState();
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} while (tics == 0);
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if (screen != NULL)
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if (Renderer != NULL)
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{
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Renderer->StateChanged(this);
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}
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@ -3661,10 +3661,6 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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{
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level.total_secrets++;
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}
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if (screen != NULL)
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{
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Renderer->StateChanged(actor);
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}
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return actor;
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}
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@ -3757,6 +3753,10 @@ void AActor::BeginPlay ()
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void AActor::PostBeginPlay ()
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{
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if (Renderer != NULL)
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{
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Renderer->StateChanged(this);
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}
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PrevAngle = angle;
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}
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@ -532,6 +532,7 @@ void APlayerPawn::Tick()
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void APlayerPawn::PostBeginPlay()
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{
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Super::PostBeginPlay();
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SetupWeaponSlots();
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// Voodoo dolls: restore original floorz/ceilingz logic
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@ -2297,6 +2297,7 @@ void AMusicChanger::PostBeginPlay()
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{
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// The music changer should consider itself activated if the player
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// spawns in its sector as well as if it enters the sector during a P_TryMove.
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Super::PostBeginPlay();
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if (players[consoleplayer].mo && players[consoleplayer].mo->Sector == this->Sector)
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{
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TriggerAction(players[consoleplayer].mo, SECSPAC_Enter);
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