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Trespasser Remaster: Tentative fix for !wins resetting on mission complete
1 parent caeee28 commit ff367b8

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Lines changed: 3 additions & 3 deletions

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scripts/vscripts/trespasser_remaster.nut

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -380,8 +380,8 @@ if(hObjectiveResource) hObjectiveResource.AcceptInput("$SetClientProp$m_iszMvMPo
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callback = function(response, error) {
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// GetPlayerWins() wipes the Wins table until it completes, so we have to print unlock
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// info in this callback rather than in mvm_mission_complete to get an accurate readout.
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// Alternatively we could remove GetPlayerWins() from OnGameEvent_mvm_mission_complete
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// but I'm not willing to do this without knowing why it was added there to begin with.
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// NOTE: Might not be necessary anymore as I (fellen) (tentatively) removed GetPlayerWins()
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// from OnGameEvent_mvm_mission_complete.
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Trespasser.PrintUnlockTextForStoredPlayers()
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Trespasser.StoredUnlockTextInfo.clear()
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}
@@ -398,7 +398,7 @@ if(hObjectiveResource) hObjectiveResource.AcceptInput("$SetClientProp$m_iszMvMPo
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StoredUnlockTextInfo = {}
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function OnGameEvent_mvm_mission_complete(_)
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{
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GetPlayerWins()
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//GetPlayerWins()
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for(local i = 1; i <= MAX_PLAYERS; i++)
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{
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local hPlayer = PlayerInstanceFromIndex(i)

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