Lunatic: run EVENT_INIT after initial Lua state creation.

git-svn-id: https://svn.eduke32.com/eduke32@4231 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-12-31 11:51:50 +00:00
parent 148badc32a
commit 70d84cd75b
3 changed files with 3 additions and 7 deletions

View file

@ -10744,7 +10744,9 @@ static void G_Startup(void)
G_InitMultiPsky(CLOUDYOCEAN, MOONSKY1, BIGORBIT1, LA);
Gv_FinalizeWeaponDefaults();
G_PostCreateGameState();
#ifdef LUNATIC
VM_OnEvent(EVENT_INIT, -1, -1, -1, 0);
#endif
if (g_netServer || ud.multimode > 1) G_CheckGametype();
if (g_noSound) ud.config.SoundToggle = 0;

View file

@ -73,7 +73,6 @@ PROJ = {
PROJ_USERDATA = 29,
}
-- TODO: EVENT_INIT currently can't run since we init Lunatic state only afterwards
EVENT = {
EVENT_INIT = 0,
EVENT_ENTERLEVEL = 1,

View file

@ -326,8 +326,3 @@ Additionally, various multiplayer-related commands either unconditionally
return results as if no multiplayer game is in progress, or are non-functional
for more than the first player. Also, some MP-related variables are merely
predefined constants.
Miscellaneous
^^^^^^^^^^^^^
* not LunaCON-specific: `EVENT_INIT` is never reached as it runs before Lua state creation