if (!_StartFrame_init) {
_StartFrame_init = true;
float oldtime = time; time = 1;
- __spawnfunc_expecting = 2; spawnfunc_worldspawn(NULL);
+ __spawnfunc_expecting = 2; NULL.__spawnfunc_constructor(NULL);
time = oldtime;
}
if (_StartFrame) _StartFrame();
if (this) { \
/* not worldspawn, delay spawn */ \
__spawnfunc_defer(this, __spawnfunc_##id); \
+ } else { \
+ /* world might not be "worldspawn" */ \
+ this.__spawnfunc_constructor = __spawnfunc_##id; \
} \
} \
if (dospawn) { __spawnfunc_##id(this); } \