Doing this causes timing issues with mapscripts since mapscript commands aren't executed immediately when level is loaded. This will cause a div by 0 in G_RunEntity in qagame code, but this is the way 2.60b worked, and mapscripts are made to work with this timing.
Doing this causes timing issues with mapscripts since mapscript commands aren't executed immediately when level is loaded. This will cause a div by 0 in
G_RunEntity
in qagame code, but this is the way 2.60b worked, and mapscripts are made to work with this timing.