Minor fixes/improvements for stability

This commit is contained in:
Daniel Heße 2022-10-04 22:56:36 +02:00
parent 96b7bfd52d
commit 431cc82527
12 changed files with 7 additions and 5 deletions

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@ -1702,7 +1702,7 @@ var int Autosave_Counter;
var int Autosave_Blocker; var int Autosave_Blocker;
var int saveSlot; var int saveSlot;
FUNC VOID B_Autosave() FUNC VOID Mahlendur_Autosave()
{ {
saveSlot = 0; saveSlot = 0;
const int CGameManager__Write_Savegame = 4367056; //0x42A2D0 const int CGameManager__Write_Savegame = 4367056; //0x42A2D0
@ -1821,7 +1821,6 @@ func void ZS_Bekher_Teleport() {
}; };
func void BlackScreenStart() { func void BlackScreenStart() {
const int blendAdded = 0; const int blendAdded = 0;
//MEM_InfoBox("BlackScreenStart aufgerufen!"); //MEM_InfoBox("BlackScreenStart aufgerufen!");
@ -1850,8 +1849,10 @@ func void PlayScreenBlend2() {
ScreenFadeExt(500, 500, 7000); ScreenFadeExt(500, 500, 7000);
}; };
func void MonologWeltenwechsel() { func void MonologWeltenwechsel() {
Set_MainSubtitleCondition(false, false); Set_MainSubtitleCondition(false, false);
Npc_ClearAIQueue(hero);
AI_StandUpQuick(hero); AI_StandUpQuick(hero);
AI_Function(hero, PlayScreenBlend); AI_Function(hero, PlayScreenBlend);
AI_Output (hero, hero, "MONOLOG_WECHSEL_01"); //Oooor... Mein Schädel... AI_Output (hero, hero, "MONOLOG_WECHSEL_01"); //Oooor... Mein Schädel...
@ -1899,7 +1900,7 @@ func void startChangeLevel_ZW2 () {
TRIA_Finish(); TRIA_Finish();
_TRIA_Finish(); _TRIA_Finish();
end; end;
PrintS("Dialogzustand beendet!"); //PrintS("Dialogzustand beendet!");
changedWorldAftVid = TRUE; changedWorldAftVid = TRUE;
//AI_StartState(hero, ChangeLevel_ZW2, 1, ""); //AI_StartState(hero, ChangeLevel_ZW2, 1, "");
AI_Teleport(hero, "WP_LVLCHANGE_000"); AI_Teleport(hero, "WP_LVLCHANGE_000");

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@ -29,7 +29,7 @@ func void startCutscene_Bekher () {
&& (trigAct == FALSE)) { && (trigAct == FALSE)) {
//AI_Teleport(Bekher, "ZW_WP_003"); //AI_Teleport(Bekher, "ZW_WP_003");
//PrintS("Trigger aktiviert und richtiger NPC!"); //PrintS("Trigger aktiviert und richtiger NPC!");
B_Autosave(); Mahlendur_Autosave();
Npc_SetAttitude(other, Wld_GetGuildAttitude(other.guild, self.guild)); Npc_SetAttitude(other, Wld_GetGuildAttitude(other.guild, self.guild));
AI_PlayAni(Bekher, "T_STAND_2_SUCKENERGY_VICTIM"); AI_PlayAni(Bekher, "T_STAND_2_SUCKENERGY_VICTIM");
AI_Wait(Bekher, 3); AI_Wait(Bekher, 3);

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@ -506,7 +506,7 @@ func int TRIA_GROUP_05_cond()
func void TRIA_GROUP_05_info() func void TRIA_GROUP_05_info()
{ {
B_Autosave(); Mahlendur_Autosave();
var C_NPC Thirala; Thirala = Hlp_GetNpc(KDW_14009_Thirala); var C_NPC Thirala; Thirala = Hlp_GetNpc(KDW_14009_Thirala);
var C_NPC Zaphina; Zaphina = Hlp_GetNpc(BAU_241_Zaphina); var C_NPC Zaphina; Zaphina = Hlp_GetNpc(BAU_241_Zaphina);

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@ -36,6 +36,7 @@ func void TRIA_GROUP_ZW_01_info()
TRIA_Start(); TRIA_Start();
TRIA_Next(Bekher); TRIA_Next(Bekher);
AI_Output(self, other, "TRIA_GROUP_ZW_01_BEKHER_01"); //Dann habt ihr es also tatsächlich geschafft. AI_Output(self, other, "TRIA_GROUP_ZW_01_BEKHER_01"); //Dann habt ihr es also tatsächlich geschafft.
AI_RemoveWeapon(self); AI_RemoveWeapon(self);
AI_TurnToNpc(hero, Bekher); AI_TurnToNpc(hero, Bekher);

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