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Don't assign module IDs at DataModule creation - ModuleMan will assign IDs when loading
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System/DataModule.cpp

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@@ -37,7 +37,6 @@ namespace RTE {
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int DataModule::Create(const std::string &moduleName, const ProgressCallback &progressCallback) {
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m_FileName = std::filesystem::path(moduleName).generic_string();
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m_ModuleID = g_ModuleMan.GetModuleID(moduleName);
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m_CrabToHumanSpawnRatio = 0;
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// Report that we're starting to read a new DataModule
@@ -103,7 +102,6 @@ namespace RTE {
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int DataModule::ReadModuleProperties(const std::string &moduleName, const ProgressCallback &progressCallback) {
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m_FileName = moduleName;
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m_ModuleID = g_ModuleMan.GetModuleID(moduleName);
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m_CrabToHumanSpawnRatio = 0;
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// Report that we're starting to read a new DataModule

System/DataModule.h

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@@ -15,6 +15,7 @@ namespace RTE {
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/// A representation of a DataModule containing zero or many Material, Effect, Ammo, Device, Actor, or Scene definitions.
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/// </summary>
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class DataModule : public Serializable {
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friend class ModuleMan;
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friend struct SystemLuaBindings;
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public:

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