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Create null instances only after the plugin API was registered. Otherwise the server would've crashed at startup.
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@ -254,14 +254,6 @@ bool Core::Initialize()
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NullTable() = Table();
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NullObject() = Object();
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NullFunction() = Function();
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// Create the null entity instances
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m_NullBlip = Object(new CBlip(-1));
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m_NullCheckpoint = Object(new CCheckpoint(-1));
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m_NullKeybind = Object(new CKeybind(-1));
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m_NullObject = Object(new CObject(-1));
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m_NullPickup = Object(new CPickup(-1));
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m_NullPlayer = Object(new CPlayer(-1));
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m_NullVehicle = Object(new CVehicle(-1));
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LogDbg("Registering the standard libraries");
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// Push the root table on the stack
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@ -294,6 +286,15 @@ bool Core::Initialize()
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return false; // Can't execute scripts without a valid API!
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}
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// Create the null entity instances
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m_NullBlip = Object(new CBlip(-1));
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m_NullCheckpoint = Object(new CCheckpoint(-1));
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m_NullKeybind = Object(new CKeybind(-1));
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m_NullObject = Object(new CObject(-1));
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m_NullPickup = Object(new CPickup(-1));
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m_NullPlayer = Object(new CPlayer(-1));
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m_NullVehicle = Object(new CVehicle(-1));
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CSimpleIniA::TNamesDepend scripts;
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// Attempt to retrieve the list of keys to make sure there's actually something to process
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if (conf.GetAllKeys("Scripts", scripts) && scripts.size() > 0)
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