PostBeginPlay() doesn't get called in certain situations

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TheMIDIMan
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PostBeginPlay() doesn't get called in certain situations

Post by TheMIDIMan »

When starting a new game from the menu the custom PlayerPawn calls BeginPlay() and PostBeginPlay() correctly. (see console)
But when starting another lever (in the example level, by pulling the switch) the custom PlayerPawn calls BeginPlay() twice and doesn't even call PostBeginPlay() once! (see console)

Additional info:
- the console command "map *" works correctly (BeginPlay() and PostBeginPlay() called), but "changemap *" doesn't (BeginPlay() called twice)
- problem only exists in PlayerPawn (as far as I'm aware)

Provided in this .zip-file:
- ZScript PlayerPawn definition
- MapInfo definition for test level
- test level for proof


I'm using GZDoom 4.10.0 and ZScript 4.10.0
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: PostBeginPlay() doesn't get called in certain situations

Post by Graf Zahl »

This is because the freshly spawned PlayerPawn is not kept around. Your original player from the previous level will take over and the new ones be destroyed before PostBeginPlay is ever reached
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TheMIDIMan
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Re: PostBeginPlay() doesn't get called in certain situations

Post by TheMIDIMan »

So the newly spawned PlayerPawn and the player carried over from the previous level both call BeginPlay but neither of them call PostBeginPlay?
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Graf Zahl
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Re: PostBeginPlay() doesn't get called in certain situations

Post by Graf Zahl »

No, the original player does not call BeginPlay. The engine spawns two new players on the new map and ultimately destroys both of them again.
You cannot rely on these two functions for players.
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Nash
 
 
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Re: PostBeginPlay() doesn't get called in certain situations

Post by Nash »

Use the PlayerSpawned and/or PlayerEntered to reliably run code on player actors.

https://zdoom.org/wiki/Events_and_handlers

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