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https://github.com/Jackzmc/sourcemod-plugins.git
synced 2025-05-06 00:43:20 +00:00
Bug fixes
This commit is contained in:
parent
c51aa6533c
commit
6a15c9c196
5 changed files with 176 additions and 91 deletions
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@ -1,3 +1,27 @@
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#define WINDSHIELD_LIST_COUNT 1
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char VEHICLE_MODEL_WINDSHIELD_KEY[WINDSHIELD_LIST_COUNT][] = {
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"models/props_vehicles/cement_truck01.mdl"
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};
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char VEHICLE_MODEL_WINDSHIELD_VAL[WINDSHIELD_LIST_COUNT][] = {
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"models/props_vehicles/cement_truck01_windows.mdl"
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};
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bool GetWindshieldModel(const char[] vehicleModel, char[] model, int modelSize) {
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bool found = false;
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for(int i = 0; i < WINDSHIELD_LIST_COUNT; i++) {
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if(StrEqual(VEHICLE_MODEL_WINDSHIELD_KEY[i], vehicleModel)) {
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strcopy(model, modelSize, VEHICLE_MODEL_WINDSHIELD_VAL[i]);
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found = true;
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break;
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}
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}
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if(!found) {
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strcopy(model, modelSize, vehicleModel);
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ReplaceString(model, modelSize, ".mdl", "_glass.mdl");
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}
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return PrecacheModel(model);
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}
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int SpawnCar(VariantEntityData entity) {
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if(entity.model[0] == '\0') {
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LogError("Missing model for entity with type \"%s\"", entity.type);
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@ -12,14 +36,12 @@ int SpawnCar(VariantEntityData entity) {
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}
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char glassModel[64];
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strcopy(glassModel, sizeof(glassModel), entity.model);
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ReplaceString(glassModel, sizeof(glassModel), ".mdl", "_glass.mdl");
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if(StrEqual(entity.type, "_car_physics")) {
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vehicle = CreateProp("prop_physics", entity.model, entity.origin, entity.angles);
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} else {
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vehicle = CreateProp("prop_dynamic", entity.model, entity.origin, entity.angles);
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}
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if(PrecacheModel(glassModel)) {
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if(GetWindshieldModel(entity.model, glassModel, sizeof(glassModel))) {
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int glass = CreateProp("prop_dynamic", glassModel, entity.origin, entity.angles);
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if(glass != -1) {
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SetVariantString("!activator");
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@ -6,7 +6,7 @@ int DEFAULT_COLOR[4] = { 255, 255, 255, 255 };
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MapData g_MapData; // The global map data
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SceneSelection g_selection; // The selected scenes from the global map data
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BuilderData g_builder; // The global instance of the builder
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StringMap g_mapTraverseSelections; // For maps that traverse backwards, holds record of the selected scenes so they can be re-applied
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ArrayList g_mapTraverseSelectionStack; // For maps that traverse backwards, holds record of the selected scenes so they can be re-applied
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int g_ropeIndex; // Unique id for ropes on spawn, is reset to 0 for every new spawn attempt
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ArrayList g_gascanRespawnQueue; // Queue that gascan respawns pop from to respawn to
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@ -16,7 +16,97 @@ int g_iLaserIndex;
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public void InitGlobals() {
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g_gascanSpawners = new AnyMap();
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g_mapTraverseSelections = new StringMap();
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g_mapTraverseSelectionStack = new ArrayList(sizeof(TraverseData));
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}
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enum struct TraverseData {
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char map[64];
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ArrayList selection;
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}
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methodmap SceneSelection < ArrayList {
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public SceneSelection() {
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ArrayList selectedScenes = new ArrayList(sizeof(SelectedSceneData));
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return view_as<SceneSelection>(selectedScenes);
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}
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property int Count {
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public get() {
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return (view_as<ArrayList>(this)).Length;
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}
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}
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public void Cleanup() {
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delete this;
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}
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public void Activate(MapData data, int flags = 0) {
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g_ropeIndex = 0;
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SelectedSceneData aScene;
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SceneData scene;
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SceneVariantData choice;
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ArrayList list = view_as<ArrayList>(this);
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for(int i = 0; i < list.Length; i++) {
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list.GetArray(i, aScene);
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Log("Activating scene \"%s\" with %d variants", aScene.name, aScene.selectedVariantIndexes.Length);
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// Fetch the scene that aScene marks
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if(!data.scenesKv.GetArray(aScene.name, scene, sizeof(scene))) {
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Log("WARN: Selected scene \"%s\" not found, skipping", aScene.name);
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continue;
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}
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for(int v = 0; v < aScene.selectedVariantIndexes.Length; v++) {
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int variantIndex = aScene.selectedVariantIndexes.Get(v);
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scene.variants.GetArray(variantIndex, choice);
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activateVariant(choice, flags);
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}
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}
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}
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public void Get(int sceneIndex, SelectedSceneData scene) {
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(view_as<ArrayList>(this)).GetArray(sceneIndex, scene);
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}
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property ArrayList List {
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public get() {
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return view_as<ArrayList>(this);
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}
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}
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public void AddScene(SelectedSceneData aScene) {
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view_as<ArrayList>(this).PushArray(aScene);
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}
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}
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void StoreTraverseSelection(const char[] name, SceneSelection selection) {
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// Pushes selection and map to the stack
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TraverseData data;
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strcopy(data.map, sizeof(data.map), name);
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data.selection = selection.List.Clone();
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g_mapTraverseSelectionStack.PushArray(data);
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}
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bool PopTraverseSelection(TraverseData data) {
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if(g_mapTraverseSelectionStack.Length == 0) {
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Log("WARN: PopTraverseSelection() called but stack is empty");
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return false;
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}
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int index = g_mapTraverseSelectionStack.Length - 1;
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g_mapTraverseSelectionStack.GetArray(index, data);
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g_mapTraverseSelectionStack.Erase(index);
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return true;
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}
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void ClearTraverseStack() {
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TraverseData trav;
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for(int i = 0; i < g_mapTraverseSelectionStack.Length; i++) {
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g_mapTraverseSelectionStack.GetArray(i, trav, sizeof(trav));
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delete trav.selection;
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}
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g_mapTraverseSelectionStack.Clear();
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}
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enum struct SelectedSceneData {
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@ -1,5 +1,6 @@
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public bool LoadGlobalMapData(const char[] map, int flags) {
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Cleanup();
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g_selection = null;
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return ParseMapData(g_MapData, map, flags);
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}
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@ -1,29 +1,30 @@
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bool IsTraverseMapA(const char[] map) {
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return String_EndsWith(map, "_a");
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}
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bool IsTraverseMapB(const char[] map) {
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// c4m1_milltown_a was added twice so _escape can pop it off and re-use
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return StrEqual(map, "c4m5_milltown_escape") || String_EndsWith(map, "_b");
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}
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public bool LoadRunGlobalMap(const char[] map, int flags) {
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// Unless FLAG_IGNORE_TRAVERSE_STORE, if the map is the _b variant, then load the stored _a value
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SceneSelection selection;
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// Only load map data if we don't already have it
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if(g_MapData.scenes == null || g_selection == null || flags & view_as<int>(FLAG_REFRESH)) {
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if(~flags & view_as<int>(FLAG_IGNORE_TRAVERSE_STORE) && String_EndsWith(map, "_b")) {
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// Switch _b to _a
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char buffer[64];
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int len = strcopy(buffer, sizeof(buffer), map);
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buffer[len-1] = 'a';
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// Load the A variant
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if(!LoadGlobalMapData(buffer, flags)) {
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return false;
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if(~flags & view_as<int>(FLAG_IGNORE_TRAVERSE_STORE) && IsTraverseMapB(map) ) {
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Log("LoadRunGlobal: Trying to load traverse selection");
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TraverseData traverse;
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if(PopTraverseSelection(traverse)) {
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Debug("traverse map: %s", traverse.map);
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// Try Load the A variant
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if(LoadGlobalMapData(traverse.map, flags)) {
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selection = view_as<SceneSelection>(traverse.selection);
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}
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}
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// Load selection from the traverse store, if it exists
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ArrayList list;
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if(g_mapTraverseSelections.GetValue(buffer, list)) {
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Log("Loaded previously traversed map selection (c:%s p:%s)", map, buffer);
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selection = view_as<SceneSelection>(list);
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} else {
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Log("Tried to load previously traversed map selection, but nothing stored (c:%s p:%s)", map, buffer);
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}
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} else if(selection == null) {
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}
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if(selection == null) {
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// This is called if not traverse map or previous data not found
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Log("LoadRunGlobal: Loading & generating selection");
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if(!LoadGlobalMapData(map, flags)) {
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return false;
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}
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@ -163,62 +164,6 @@ void selectForcedScenes(SceneSelection selection, MapData data, int flags) {
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delete forcedScenes;
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}
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// TODO: the scenes that are selected need variant index set
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methodmap SceneSelection < ArrayList {
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public SceneSelection() {
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ArrayList selectedScenes = new ArrayList(sizeof(SelectedSceneData));
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return view_as<SceneSelection>(selectedScenes);
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}
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property int Count {
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public get() {
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return (view_as<ArrayList>(this)).Length;
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}
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}
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public void Cleanup() {
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delete this;
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}
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public void Activate(MapData data, int flags = 0) {
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g_ropeIndex = 0;
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SelectedSceneData aScene;
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SceneData scene;
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SceneVariantData choice;
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ArrayList list = view_as<ArrayList>(this);
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for(int i = 0; i < list.Length; i++) {
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list.GetArray(i, aScene);
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Log("Activating scene \"%s\" with %d variants", aScene.name, aScene.selectedVariantIndexes.Length);
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// Fetch the scene that aScene marks
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if(!data.scenesKv.GetArray(aScene.name, scene, sizeof(scene))) {
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Log("WARN: Selected scene \"%s\" not found, skipping", aScene.name);
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continue;
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}
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for(int v = 0; v < aScene.selectedVariantIndexes.Length; v++) {
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int variantIndex = aScene.selectedVariantIndexes.Get(v);
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scene.variants.GetArray(variantIndex, choice);
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activateVariant(choice, flags);
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}
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}
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}
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public void Get(int sceneIndex, SelectedSceneData scene) {
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(view_as<ArrayList>(this)).GetArray(sceneIndex, scene);
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}
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public ArrayList AsList() {
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return view_as<ArrayList>(this);
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}
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public void AddScene(SelectedSceneData aScene) {
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view_as<ArrayList>(this).PushArray(aScene);
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}
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}
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// Selects what scenes and its variants to apply and returns list - does not activate
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SceneSelection selectScenes(MapData data, int flags = 0) {
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SceneData scene;
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