Fix "SpawnActor::CanBeApplied" check which would also actually spawn the actor, thus causing two actors two be spawned (also fix for WithOffset) (#5822)
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@@ -632,10 +632,10 @@ void SlipperyFloor::_Remove() {
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// MARK: - SpawnEnemyWithOffset
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GameInteractionEffectQueryResult SpawnEnemyWithOffset::CanBeApplied() {
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if (!GameInteractor::IsSaveLoaded(true)) {
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if (!GameInteractor::CanSpawnActor()) {
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return GameInteractionEffectQueryResult::TemporarilyNotPossible;
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}
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return GameInteractor::RawAction::SpawnEnemyWithOffset(parameters[0], parameters[1]);
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return GameInteractionEffectQueryResult::Possible;
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}
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void SpawnEnemyWithOffset::_Apply() {
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@@ -644,10 +644,10 @@ void SpawnEnemyWithOffset::_Apply() {
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// MARK: - SpawnActor
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GameInteractionEffectQueryResult SpawnActor::CanBeApplied() {
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if (!GameInteractor::IsSaveLoaded(true)) {
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if (!GameInteractor::CanSpawnActor()) {
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return GameInteractionEffectQueryResult::TemporarilyNotPossible;
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}
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return GameInteractor::RawAction::SpawnActor(parameters[0], parameters[1]);
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return GameInteractionEffectQueryResult::Possible;
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}
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void SpawnActor::_Apply() {
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