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- Duke: init the animation arrays early.
app_init is too late for having the data set up during script compilation.
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1f6035a047
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1 changed files with 5 additions and 3 deletions
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@ -305,6 +305,11 @@ void GameInterface::loadPalette()
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{
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paletteLoadFromDisk();
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genspriteremaps();
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// Not exactly palette stuff, but this needs to be done before the LoadScripts call and here's a convenient place for that.
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moves.Push({}); // make sure the first entry in 'moves' is a null move.
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actions.Push({}); // make sure the first entry in 'actions' is a null action.
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ais.Push({}); // make sure the first entry in 'actions' is a null action.
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}
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int GameInterface::GetCurrentSkill()
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@ -405,9 +410,6 @@ void GameInterface::app_init()
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ud.m_monsters_off = userConfig.nomonsters;
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ps[0].aim_mode = 1;
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ud.cameraactor = nullptr;
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moves.Push({}); // make sure the first entry in 'moves' is a null move.
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actions.Push({}); // make sure the first entry in 'actions' is a null action.
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ais.Push({}); // make sure the first entry in 'actions' is a null action.
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if (fileSystem.FileExists("DUKESW.BIN"))
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g_gameType |= GAMEFLAG_SHAREWARE;
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