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empty out resetspawns - our async startup is different than native, s…

…o this ends up being called after entities were spawned. hackish, but since we just load one map each time we start up the engine, should be ok
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commit ca7ac08dd1dcec8d0c2688a20e412cf0688a6c31 1 parent 9d60535
@kripken authored
Showing with 1 addition and 1 deletion.
  1. +1 −1  cube2/src/fpsgame/entities.cpp
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2  cube2/src/fpsgame/entities.cpp
@@ -337,7 +337,7 @@ namespace entities
putint(p, -1);
}
- void resetspawns() { loopv(ents) ents[i]->spawned = false; }
+ void resetspawns() { } // XXX EMSCRIPTEN - startup difference with us and native necessitates this loopv(ents) ents[i]->spawned = false; }
void spawnitems(bool force)
{
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