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Change the order of custom Checkpoint events to happen before performing the action.
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@ -157,16 +157,16 @@ void CCheckpoint::SetWorld(int32_t world)
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{
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return;
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}
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// Avoid property unwind from a recursive call
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_Func->SetCheckPointWorld(m_ID, world);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & CHECKPOINTCL_EMIT_CHECKPOINT_WORLD))
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else if (!(m_CircularLocks & CHECKPOINTCL_EMIT_CHECKPOINT_WORLD))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, CHECKPOINTCL_EMIT_CHECKPOINT_WORLD);
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// Now forward the event call
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Core::Get().EmitCheckpointWorld(m_ID, current, world);
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}
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// Avoid property unwind from a recursive call
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_Func->SetCheckPointWorld(m_ID, world);
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}
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// ------------------------------------------------------------------------------------------------
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@ -257,8 +257,6 @@ void CCheckpoint::SetRadius(float radius)
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Validate();
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// Grab the current value for this property
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const float current = _Func->GetCheckPointRadius(m_ID);
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// Avoid property unwind from a recursive call
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_Func->SetCheckPointRadius(m_ID, radius);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & CHECKPOINTCL_EMIT_CHECKPOINT_RADIUS))
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{
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@ -267,6 +265,8 @@ void CCheckpoint::SetRadius(float radius)
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// Now forward the event call
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Core::Get().EmitCheckpointRadius(m_ID, current, radius);
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}
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// Avoid property unwind from a recursive call
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_Func->SetCheckPointRadius(m_ID, radius);
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}
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// ------------------------------------------------------------------------------------------------
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