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Set script attribute of custom level script boxes
To avoid going through gamestates, we'll need to carry the name of the script on the script box itself. And to do that, we'll need to set the 'script' attribute of script boxes when translating edentities into real entities in custom levels.
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@@ -1775,7 +1775,7 @@ void mapclass::loadlevel(int rx, int ry)
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case 19: //Script Box
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game.customscript[tempscriptbox]=edentity[edi].scriptname;
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obj.createblock(1, (edentity[edi].x*8)- ((rx-100)*40*8), (edentity[edi].y*8)- ((ry-100)*30*8),
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edentity[edi].p1*8, edentity[edi].p2*8, 300+tempscriptbox);
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edentity[edi].p1*8, edentity[edi].p2*8, 300+tempscriptbox, "custom_" + edentity[edi].scriptname);
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tempscriptbox++;
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break;
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case 50: //Warp Lines
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