Only initialize model list after unwanted entities have been removed.
parent
4e7c19aa8d
commit
1daad6f48e
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@ -152,7 +152,6 @@ main()
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maps\mp\gametypes\_tweakables::setTweakableValue("hardpoint", "allowhelicopter", "scr_hardpoint_allowhelicopter", 0);
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maps\mp\gametypes\_tweakables::setTweakableValue("hardpoint", "allowhelicopter", "scr_hardpoint_allowhelicopter", 0);
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level disableClassMenu();
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level disableClassMenu();
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level maps\mp\mods\_modellist::initModelList();
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initGameFlags();
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initGameFlags();
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gameFlagInit("seekers_released", false);
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gameFlagInit("seekers_released", false);
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@ -292,6 +291,7 @@ onStartGameType()
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allowed[1] = "war";
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allowed[1] = "war";
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allowed[2] = level.gameType;
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allowed[2] = level.gameType;
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maps\mp\gametypes\_gameobjects::main(allowed);
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maps\mp\gametypes\_gameobjects::main(allowed);
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level maps\mp\mods\_modellist::initModelList();
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// scoring
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// scoring
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maps\mp\gametypes\_rank::registerScoreInfo("win", 2);
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maps\mp\gametypes\_rank::registerScoreInfo("win", 2);
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@ -10,6 +10,10 @@ createModel(modelname, RName)
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}
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}
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initModelList() {
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initModelList() {
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level.ModelList = [];
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level.EntityList = [];
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level.alreadyAddedModel = [];
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initIgnoredModels();
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initIgnoredModels();
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initDisplayNames();
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initDisplayNames();
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initFromEntArray("script_model", "classname");
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initFromEntArray("script_model", "classname");
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