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Commit 07d07e0

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Fixed a but with setting whether or not to use scripted AI. Oops
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Entities/Actor.cpp

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@@ -501,7 +501,7 @@ int Actor::LoadScript(std::string const &scriptPath, bool loadAsEnabledScript) {
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}
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// If UpdateAI existed it'll be in the lua global namespace, so we can check that to know whether or not to use Lua AI
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m_ScriptedAIUpdate = g_LuaMan.GlobalIsDefined("UpdateAI");
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m_ScriptedAIUpdate = m_ScriptedAIUpdate || g_LuaMan.GlobalIsDefined("UpdateAI");
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return status;
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}

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