Since CRotButton::Spawn does not call it's base class spawn method, the spawnflag SF_BUTTON_LOCKED condition is never verified.
Once we add the missing conditional statement, the button starts locked, and remains unusable until InputUnlock is called:
if (HasSpawnFlags(SF_BUTTON_LOCKED))
{
m_bLocked = true;
}
Map makers can still overcome this issue by calling Lock on map spawn, but I would recommend fixing instead this problem by adding the modified code provided in this pull request.
Since CRotButton::Spawn does not call it's base class spawn method, the spawnflag SF_BUTTON_LOCKED condition is never verified.
Once we add the missing conditional statement, the button starts locked, and remains unusable until InputUnlock is called:
Map makers can still overcome this issue by calling Lock on map spawn, but I would recommend fixing instead this problem by adding the modified code provided in this pull request.