Working on optimizations and navigation
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@@ -243,19 +243,7 @@ function on_library_door_click()
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end
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end
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else
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--[[if (morning_can_open_door_index == 5) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 5
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game_api.start_dialogue("door_unlock_dialog001")
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game_api.rotate_object("Room_N_2_Leaf001", -90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(12)
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end
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else
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game_api.start_dialogue("door_dialog001")
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end]]
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print("Library door step 1")
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@@ -374,21 +362,7 @@ function on_hall_door_click()
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if not (morning_did_open_door_index == 6) then
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game_api.start_dialogue("door_dialog001")
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end
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--[[
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if (morning_can_open_door_index == 6) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 6
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game_api.start_dialogue("door_unlock_dialog001")
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game_api.rotate_object("Hall_Leaf001", 90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(13)
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end
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else
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game_api.start_dialogue("door_dialog001")
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end]]
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end
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end
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end
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@@ -506,7 +480,7 @@ function book_dialog_zone001_enter_callback()
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print("book_dialog_zone001_enter_callback step 4")
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game_api.player_stop()
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game_api.start_dialogue("book_dialog001")
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game_api.switch_navigation(5)
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game_api.switch_navigation(0)
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end
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end
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end
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@@ -556,7 +530,7 @@ function on_sleep_cutscene()
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game_api.set_night()
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--game_api.set_trigger_zone_enabled(1, false)
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game_api.set_npc_enabled(0, false)
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game_api.switch_navigation(5)
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game_api.switch_navigation(0)
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game_api.set_object_rotation("Room_N_2_Leaf001", 0)
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game_api.set_object_rotation("Hall_Leaf001", 0)
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game_api.set_object_rotation("Room_S_2_Leaf001", 0)
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@@ -661,7 +635,7 @@ game_api.set_darklands_callbacks(
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night_time = false
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game_api.switch_navigation(6)
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game_api.switch_navigation(5)
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end,
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function()
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game_api.start_cutscene("darklands_exit001")
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@@ -846,13 +820,13 @@ function setDay1MorningSetup()
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elseif morning_did_open_door_index == 5 then
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game_api.deactivate_interactive_object("Room_Cover_North_3_001")
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game_api.set_object_rotation("Room_N_2_Leaf001", -90)
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game_api.switch_navigation(12)
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game_api.switch_navigation(7)
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elseif morning_did_open_door_index == 6 then
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game_api.deactivate_interactive_object("Room_Cover_Main_Hall_001")
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game_api.set_object_rotation("Hall_Leaf001", 90)
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game_api.switch_navigation(13)
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game_api.switch_navigation(6)
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else
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game_api.switch_navigation(7)
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game_api.switch_navigation(0)
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end
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end
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@@ -981,7 +955,7 @@ function on_aiperi_opens_door()
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(13)
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game_api.switch_navigation(6)
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--Aiperi incoming
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game_api.npc_set_position(1, 0, 0, 6.5)
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@@ -999,7 +973,7 @@ function on_aiperi_opens_door()
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(12)
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game_api.switch_navigation(7)
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--Aiperi incoming
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game_api.npc_set_position(1, 0.0, 0, 6.43818)
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@@ -1086,7 +1060,6 @@ game_api.set_location_callbacks(
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local day = game_api.getIntValue("day")
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if (day > 0) and (need_sleep == 1) then
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setDay1MorningSetup()
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--game_api.switch_navigation(7)
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elseif (day > 0) then
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setDay1setup()
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game_api.switch_navigation(3)
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