#define SV_Shutdown _SV_Shutdown
void _StartFrame();
- void StartFrame() { if (_StartFrame) _StartFrame(); }
+ bool _StartFrame_init;
+ void spawnfunc_worldspawn(entity);
+ void StartFrame() {
+ if (!_StartFrame_init) {
+ _StartFrame_init = true;
+ float oldtime = time; time = 1;
+ __spawnfunc_expecting = 2; spawnfunc_worldspawn(NULL);
+ time = oldtime;
+ }
+ if (_StartFrame) _StartFrame();
+ }
#define StartFrame _StartFrame
void _SetNewParms();
#define _spawnfunc_check(fld) \
if (fieldname == #fld) continue;
- noref bool __spawnfunc_expecting;
+ noref int __spawnfunc_expecting;
noref entity __spawnfunc_expect;
noref bool __spawnfunc_unreachable_workaround = true;
+ .void(entity) __spawnfunc_spawn;
+ noref IntrusiveList g_spawn_queue;
+
#define spawnfunc_1(id) spawnfunc_2(id, FIELDS_UNION)
#define spawnfunc_2(id, whitelist) \
void __spawnfunc_##id(entity this); \
[[accumulate]] void spawnfunc_##id(entity this) \
{ \
- if (__spawnfunc_expecting) \
- { \
+ bool dospawn = true; \
+ if (__spawnfunc_expecting > 1) { __spawnfunc_expecting = false; } \
+ else if (__spawnfunc_expecting) { \
/* engine call */ \
+ if (!g_spawn_queue) { g_spawn_queue = IL_NEW(); } \
__spawnfunc_expecting = false; \
this = __spawnfunc_expect; \
__spawnfunc_expect = NULL; \
- } \
- else \
- { \
+ dospawn = false; \
+ } else { \
+ /* userland call */ \
assert(this); \
} \
- if (!this.sourceLoc) \
- { \
+ if (!this.sourceLoc) { \
this.sourceLoc = __FILE__ ":" STR(__LINE__); \
} \
- if (!this.spawnfunc_checked) \
- { \
- for (int i = 0, n = numentityfields(); i < n; ++i) \
- { \
+ if (!this.spawnfunc_checked) { \
+ for (int i = 0, n = numentityfields(); i < n; ++i) { \
string value = getentityfieldstring(i, this); \
string fieldname = entityfieldname(i); \
whitelist(_spawnfunc_checktypes) \
LOG_WARNF(_("Entity field %s.%s (%s) is not whitelisted. If you believe this is an error, please file an issue."), #id, fieldname, value); \
} \
this.spawnfunc_checked = true; \
+ if (this) { \
+ /* not worldspawn, delay spawn */ \
+ this.__spawnfunc_spawn = spawnfunc_##id; \
+ IL_PUSH(g_spawn_queue, this); \
+ } \
} \
- __spawnfunc_##id(this); \
+ if (dospawn) { __spawnfunc_##id(this); } \
if (__spawnfunc_unreachable_workaround) return; \
} \
void __spawnfunc_##id(entity this)