Only initialize model list after unwanted entities have been removed.

master
Icedream 2016-04-12 20:36:04 +02:00
parent 4e7c19aa8d
commit 1daad6f48e
2 changed files with 5 additions and 1 deletions

View File

@ -152,7 +152,6 @@ main()
maps\mp\gametypes\_tweakables::setTweakableValue("hardpoint", "allowhelicopter", "scr_hardpoint_allowhelicopter", 0); maps\mp\gametypes\_tweakables::setTweakableValue("hardpoint", "allowhelicopter", "scr_hardpoint_allowhelicopter", 0);
level disableClassMenu(); level disableClassMenu();
level maps\mp\mods\_modellist::initModelList();
initGameFlags(); initGameFlags();
gameFlagInit("seekers_released", false); gameFlagInit("seekers_released", false);
@ -292,6 +291,7 @@ onStartGameType()
allowed[1] = "war"; allowed[1] = "war";
allowed[2] = level.gameType; allowed[2] = level.gameType;
maps\mp\gametypes\_gameobjects::main(allowed); maps\mp\gametypes\_gameobjects::main(allowed);
level maps\mp\mods\_modellist::initModelList();
// scoring // scoring
maps\mp\gametypes\_rank::registerScoreInfo("win", 2); maps\mp\gametypes\_rank::registerScoreInfo("win", 2);

View File

@ -10,6 +10,10 @@ createModel(modelname, RName)
} }
initModelList() { initModelList() {
level.ModelList = [];
level.EntityList = [];
level.alreadyAddedModel = [];
initIgnoredModels(); initIgnoredModels();
initDisplayNames(); initDisplayNames();
initFromEntArray("script_model", "classname"); initFromEntArray("script_model", "classname");