Minor fixes/improvements for stability
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96b7bfd52d
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12 changed files with 7 additions and 5 deletions
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@ -1702,7 +1702,7 @@ var int Autosave_Counter;
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var int Autosave_Blocker;
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var int Autosave_Blocker;
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var int saveSlot;
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var int saveSlot;
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FUNC VOID B_Autosave()
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FUNC VOID Mahlendur_Autosave()
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{
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{
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saveSlot = 0;
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saveSlot = 0;
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const int CGameManager__Write_Savegame = 4367056; //0x42A2D0
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const int CGameManager__Write_Savegame = 4367056; //0x42A2D0
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@ -1821,7 +1821,6 @@ func void ZS_Bekher_Teleport() {
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};
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};
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func void BlackScreenStart() {
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func void BlackScreenStart() {
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const int blendAdded = 0;
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const int blendAdded = 0;
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//MEM_InfoBox("BlackScreenStart aufgerufen!");
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//MEM_InfoBox("BlackScreenStart aufgerufen!");
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@ -1850,8 +1849,10 @@ func void PlayScreenBlend2() {
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ScreenFadeExt(500, 500, 7000);
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ScreenFadeExt(500, 500, 7000);
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};
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};
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func void MonologWeltenwechsel() {
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func void MonologWeltenwechsel() {
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Set_MainSubtitleCondition(false, false);
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Set_MainSubtitleCondition(false, false);
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Npc_ClearAIQueue(hero);
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AI_StandUpQuick(hero);
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AI_StandUpQuick(hero);
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AI_Function(hero, PlayScreenBlend);
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AI_Function(hero, PlayScreenBlend);
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AI_Output (hero, hero, "MONOLOG_WECHSEL_01"); //Oooor... Mein Schädel...
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AI_Output (hero, hero, "MONOLOG_WECHSEL_01"); //Oooor... Mein Schädel...
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@ -1899,7 +1900,7 @@ func void startChangeLevel_ZW2 () {
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TRIA_Finish();
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TRIA_Finish();
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_TRIA_Finish();
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_TRIA_Finish();
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end;
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end;
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PrintS("Dialogzustand beendet!");
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//PrintS("Dialogzustand beendet!");
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changedWorldAftVid = TRUE;
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changedWorldAftVid = TRUE;
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//AI_StartState(hero, ChangeLevel_ZW2, 1, "");
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//AI_StartState(hero, ChangeLevel_ZW2, 1, "");
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AI_Teleport(hero, "WP_LVLCHANGE_000");
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AI_Teleport(hero, "WP_LVLCHANGE_000");
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@ -29,7 +29,7 @@ func void startCutscene_Bekher () {
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&& (trigAct == FALSE)) {
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&& (trigAct == FALSE)) {
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//AI_Teleport(Bekher, "ZW_WP_003");
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//AI_Teleport(Bekher, "ZW_WP_003");
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//PrintS("Trigger aktiviert und richtiger NPC!");
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//PrintS("Trigger aktiviert und richtiger NPC!");
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B_Autosave();
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Mahlendur_Autosave();
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Npc_SetAttitude(other, Wld_GetGuildAttitude(other.guild, self.guild));
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Npc_SetAttitude(other, Wld_GetGuildAttitude(other.guild, self.guild));
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AI_PlayAni(Bekher, "T_STAND_2_SUCKENERGY_VICTIM");
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AI_PlayAni(Bekher, "T_STAND_2_SUCKENERGY_VICTIM");
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AI_Wait(Bekher, 3);
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AI_Wait(Bekher, 3);
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@ -506,7 +506,7 @@ func int TRIA_GROUP_05_cond()
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func void TRIA_GROUP_05_info()
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func void TRIA_GROUP_05_info()
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{
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{
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B_Autosave();
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Mahlendur_Autosave();
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var C_NPC Thirala; Thirala = Hlp_GetNpc(KDW_14009_Thirala);
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var C_NPC Thirala; Thirala = Hlp_GetNpc(KDW_14009_Thirala);
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var C_NPC Zaphina; Zaphina = Hlp_GetNpc(BAU_241_Zaphina);
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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()
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TRIA_Start();
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TRIA_Start();
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TRIA_Next(Bekher);
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TRIA_Next(Bekher);
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AI_Output(self, other, "TRIA_GROUP_ZW_01_BEKHER_01"); //Dann habt ihr es also tatsächlich geschafft.
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AI_Output(self, other, "TRIA_GROUP_ZW_01_BEKHER_01"); //Dann habt ihr es also tatsächlich geschafft.
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AI_RemoveWeapon(self);
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AI_RemoveWeapon(self);
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AI_TurnToNpc(hero, Bekher);
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AI_TurnToNpc(hero, Bekher);
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