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Don't trigger onStateChanged until the game is in a running state
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@ -373,7 +373,6 @@ namespace MWLua
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mGlobalScripts.addAutoStartedScripts();
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mGlobalScripts.addAutoStartedScripts();
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mGlobalScriptsStarted = true;
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mGlobalScriptsStarted = true;
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mNewGameStarted = true;
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mNewGameStarted = true;
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mMenuScripts.stateChanged();
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}
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}
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void LuaManager::gameLoaded()
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void LuaManager::gameLoaded()
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@ -178,6 +178,7 @@ void MWState::StateManager::newGame(bool bypass)
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MWBase::Environment::get().getWorld()->startNewGame(bypass);
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MWBase::Environment::get().getWorld()->startNewGame(bypass);
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mState = State_Running;
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mState = State_Running;
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MWBase::Environment::get().getLuaManager()->gameLoaded();
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MWBase::Environment::get().getWindowManager()->fadeScreenOut(0);
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MWBase::Environment::get().getWindowManager()->fadeScreenOut(0);
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MWBase::Environment::get().getWindowManager()->fadeScreenIn(1);
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MWBase::Environment::get().getWindowManager()->fadeScreenIn(1);
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