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func_rot_button with 'Starts locked' spawn flag not working on map spawn. #401

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@malortie malortie commented Dec 7, 2016

Since CRotButton::Spawn does not call it's base class spawn method, the spawnflag SF_BUTTON_LOCKED condition is never verified.

Once we add the missing conditional statement, the button starts locked, and remains unusable until InputUnlock is called:

if (HasSpawnFlags(SF_BUTTON_LOCKED))
{
	m_bLocked = true;
}

Map makers can still overcome this issue by calling Lock on map spawn, but I would recommend fixing instead this problem by adding the modified code provided in this pull request.

Marc-Antoine Lortie added 7 commits November 3, 2015 11:17
Fixed:

- "Could not load library client." when launching the mod.
-  Scene files not playing.
-  In-game menu.
-  Gameinfo.txt now has correct parameters

Tweaks:

-  light.rad for glowing textures as seen in
maps such as ks_mop_pita1, ks_mop_pita2.

Changes:

- Map ks_mop_pita1

Increased height of trigger responsible for launching the door
blast sequence. Due to a level design error, this event would not
occur since the strider's bounding volume would not touch it.

- Map ks_mop_pita3

Added extra output to trigger relays to continue through teleport
sequence.

This is used to overcome a particulars bugs where track pathers entities

would fail to reach their destinations, thus not reaching
their final destination, which are responsible for triggering
future event relays.
This reverts commit 01d4e64.
Added conditional spawn flag to check if SF_BUTTON_LOCKED is set.
@malortie malortie changed the title func_rot_button with SF_BUTTON_LOCKED flag not working on spawn. func_rot_button with 'Starts locked' spawn flag not working on map spawn. Dec 7, 2016
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