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Lunatic: initialize SPRITE_HARDCODED_BADGUY on Lua state recreation, too.
git-svn-id: https://svn.eduke32.com/eduke32@3795 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 10 additions and 1 deletions
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@ -9885,6 +9885,13 @@ void El_CreateGameState(void)
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}
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}
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#endif
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#endif
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// Throw in everything here that needs to be called after a Lua game state
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// recreation (or on initial startup in a non-Lunatic build.)
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void G_PostCreateGameState(void)
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{
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A_InitEnemyFlags();
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}
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static void G_Startup(void)
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static void G_Startup(void)
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{
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{
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int32_t i;
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int32_t i;
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@ -9912,7 +9919,7 @@ static void G_Startup(void)
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#endif
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#endif
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G_InitDynamicTiles();
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G_InitDynamicTiles();
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A_InitEnemyFlags();
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G_PostCreateGameState();
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if (g_netServer || ud.multimode > 1) G_CheckGametype();
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if (g_netServer || ud.multimode > 1) G_CheckGametype();
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@ -299,6 +299,7 @@ void Yax_SetBunchZs(int32_t sectnum, int32_t cf, int32_t daz);
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#ifdef LUNATIC
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#ifdef LUNATIC
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void El_CreateGameState(void);
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void El_CreateGameState(void);
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#endif
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#endif
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void G_PostCreateGameState(void);
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void A_SpawnCeilingGlass(int32_t i,int32_t sectnum,int32_t n);
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void A_SpawnCeilingGlass(int32_t i,int32_t sectnum,int32_t n);
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void A_SpawnGlass(int32_t i,int32_t n);
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void A_SpawnGlass(int32_t i,int32_t n);
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@ -1119,6 +1119,7 @@ static inline void prelevel(char g)
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#ifdef LUNATIC
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#ifdef LUNATIC
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El_CreateGameState();
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El_CreateGameState();
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G_PostCreateGameState();
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#endif
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#endif
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i = headspritestat[STAT_DEFAULT];
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i = headspritestat[STAT_DEFAULT];
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