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Set the server time before calling ge->RunFrame() in SV_SpawnServer()
This fixes an issue where some scripts wouldn't be initialized in time, like those that set AI animations. For example this caused an issue with the plane passenger in e2l1, where the animation would get reset due to a very specific chain of events
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1 changed files with 1 additions and 1 deletions
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@ -794,8 +794,8 @@ void SV_SpawnServer( const char *server, qboolean loadgame, qboolean restart, qb
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// run a few frames to allow everything to settle
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for( i = 0; i < 3; i++ )
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{
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ge->RunFrame( svs.time, 100 );
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svs.time += 100;
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ge->RunFrame( svs.time, 100 );
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p = ge->errorMessage;
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if( p )
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