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Move level load scripting to P_PostLoadLevel
Means these scripts get to have an accurate count of the number of players.
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parent
eaf11a1d13
commit
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1 changed files with 7 additions and 7 deletions
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@ -8084,13 +8084,6 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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{
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marathonmode |= MA_INIT;
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}
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P_MapStart(); // just in case MapLoad modifies tm.thing
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ACS_RunLevelStartScripts();
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LUA_HookInt(gamemap, HOOK(MapLoad));
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P_MapEnd(); // just in case MapLoad modifies tm.thing
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}
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else
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{
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@ -8128,6 +8121,13 @@ void P_PostLoadLevel(void)
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marathonmode &= ~MA_INIT;
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}
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P_MapStart(); // just in case MapLoad modifies tm.thing
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ACS_RunLevelStartScripts();
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LUA_HookInt(gamemap, HOOK(MapLoad));
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P_MapEnd(); // just in case MapLoad modifies tm.thing
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// We're now done loading the level.
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levelloading = false;
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}
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