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Fix compatibility with levels that rely on gamestate-based script boxes
Some levels rely specifically on the fact that certain script boxes are loaded using gamestates, instead of directly loading the script and bypassing the gamestate system. Then weird things could happen. This restores compatibility with those levels. mapclass::twoframedelayfix() doesn't need to be updated because the point of that function is to bypass the gamestate system entirely anyways.
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@ -4828,7 +4828,8 @@ void entityclass::entitycollisioncheck()
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int block_idx = -1;
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if (checktrigger(&block_idx) > -1 && block_idx > -1)
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{
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if (blocks[block_idx].script != "")
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// Load the block's script if its gamestate is out of range
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if (blocks[block_idx].script != "" && (activetrigger < 300 || activetrigger > 336))
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{
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game.startscript = true;
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game.newscript = blocks[block_idx].script;
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