Add wait after giving mission rewards
This commit is contained in:
parent
ae55d8af08
commit
41dd5ab7d0
@ -3,9 +3,6 @@
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main()
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{
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replacefunc(maps\_credit_h2_autogen::_id_B775, ::initiwcredits);
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// fix credits victory screen
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replacefunc(maps\_endmission::_nextmission, ::nextmission);
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}
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initcredits_h2mod()
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@ -32,150 +29,3 @@ initiwcredits()
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maps\_credit_h2_autogen::initiwcredits_nerve();
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maps\_credit_h2_autogen::initiwcredits_irongalaxy();
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}
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nextmission(var_0)
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{
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level notify("achievements_level_complete");
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if (level.script == "ending" && level._id_AC38 != "credits_1")
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{
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changelevel("");
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}
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else
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{
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if (!isdefined(var_0))
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var_0 = 0;
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level notify("nextmission");
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level.player notify("levelComplete");
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level.nextmission = 1;
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level.player enableinvulnerability();
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if (maps\_utility::arcademode())
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{
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level._id_AC81 = 1;
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thread _id_D36F::_id_AF95();
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common_scripts\utility::flag_wait("arcademode_ending_complete");
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}
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var_1 = undefined;
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setsaveddvar("ui_nextMission", "1");
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setdvar("ui_showPopup", "0");
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setdvar("ui_popupString", "");
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if (level.script == "ending")
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{
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level.script = "af_chase";
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nextmission(1);
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level.script = "ending";
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}
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game["previous_map"] = level.script;
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var_1 = level.missionsettings getlevelindex(level.script);
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if (!(level.script == "af_chase" && var_0) && !maps\_utility::achievement_conditions("IMMORTAL"))
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{
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_func_1FC(level.script, var_1);
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updategamerprofileall();
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maps\_endmission::check_immortal_achievement();
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}
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maps\_gameskill::auto_adust_zone_complete("aa_main_" + level.script);
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if (!isdefined(var_1))
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{
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missionsuccess(level.script);
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return;
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}
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if (level.script != "ending" && !(level.script == "af_chase" && var_0))
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{
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level.player thread maps\_hud_util::fade_out(1, undefined);
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soundscripts\_snd::snd_message("end_mission_fade_to_black");
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wait 2;
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maps\_utility::level_end_save();
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}
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if (level.script != "af_chase" || var_0)
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{
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level.missionsettings setlevelcompleted(var_1);
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var_3 = maps\_endmission::updatesppercent();
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updategamerprofile();
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if (level.missionsettings hasachievement(var_1))
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maps\_utility::giveachievement_wrapper(level.missionsettings getachievement(var_1));
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if (level.missionsettings haslevelveteranaward(var_1) && getlevelcompleted(var_1) == 4 && level.missionsettings check_other_haslevelveteranachievement(var_1))
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maps\_utility::giveachievement_wrapper(level.missionsettings getlevelveteranaward(var_1));
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if (level.missionsettings hasmissionhardenedaward() && level.missionsettings getlowestskill() > 2)
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maps\_utility::giveachievement_wrapper(level.missionsettings gethardenedaward());
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level.missionsettings maps\_endmission::_id_D1B9();
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var_4 = level.missionsettings.levels.size;
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}
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if (level.script == "af_chase" && var_0)
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return;
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if (level.script == "ending" && level._id_AC38 == "credits_1")
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common_scripts\utility::flag_wait("af_chase_nextmission");
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if (level.script == "airplane" || level.script == "ending")
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{
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if (level.credits_active)
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{
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level notify("credits_ended");
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credits_end();
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}
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setsaveddvar("ui_nextMission", "0");
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return;
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}
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else
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{
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var_4 = var_1 + 1;
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}
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if (getdvarint("limited_mode"))
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{
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setsaveddvar("ui_nextMission", "0");
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changelevel("");
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return;
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}
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if (maps\_utility::arcademode())
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{
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if (!getdvarint("arcademode_full"))
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{
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setsaveddvar("ui_nextMission", "0");
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changelevel("");
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return;
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}
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if (level.script == "cargoship")
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{
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changelevel("blackout", level.missionsettings getkeepweapons(var_1));
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return;
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}
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else if (level.script == "airlift")
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{
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changelevel("village_assault", level.missionsettings getkeepweapons(var_1));
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return;
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}
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else if (level.script == "jeepride")
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{
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changelevel("airplane", level.missionsettings getkeepweapons(var_1));
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return;
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}
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}
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if (level.missionsettings skipssuccess(var_1))
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{
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changelevel(level.missionsettings getlevelname(var_4), level.missionsettings getkeepweapons(var_1));
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return;
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}
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missionsuccess(level.missionsettings getlevelname(var_4), level.missionsettings getkeepweapons(var_1));
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}
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}
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171
data/cdata/scripts/endmission.gsc
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171
data/cdata/scripts/endmission.gsc
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@ -0,0 +1,171 @@
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#include maps\_endmission;
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main()
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{
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// fix credits victory screen & add wait after giving mission achievements
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replacefunc(maps\_endmission::_nextmission, ::nextmission);
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}
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give_mission_achievement(name)
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{
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was_unlocked = achievementunlocked(name);
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maps\_utility::giveachievement_wrapper(name);
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if (!was_unlocked)
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{
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wait 4;
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}
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}
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nextmission(var_0)
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{
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level notify("achievements_level_complete");
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if (level.script == "ending" && level._id_AC38 != "credits_1")
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{
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changelevel("");
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}
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else
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{
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if (!isdefined(var_0))
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var_0 = 0;
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level notify("nextmission");
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level.player notify("levelComplete");
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level.nextmission = 1;
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level.player enableinvulnerability();
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if (maps\_utility::arcademode())
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{
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level._id_AC81 = 1;
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thread _id_D36F::_id_AF95();
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common_scripts\utility::flag_wait("arcademode_ending_complete");
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}
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var_1 = undefined;
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setsaveddvar("ui_nextMission", "1");
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setdvar("ui_showPopup", "0");
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setdvar("ui_popupString", "");
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if (level.script == "ending")
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{
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level.script = "af_chase";
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nextmission(1);
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level.script = "ending";
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}
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game["previous_map"] = level.script;
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var_1 = level.missionsettings getlevelindex(level.script);
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if (!(level.script == "af_chase" && var_0) && !maps\_utility::achievement_conditions("IMMORTAL"))
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{
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_func_1FC(level.script, var_1);
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updategamerprofileall();
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maps\_endmission::check_immortal_achievement();
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}
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maps\_gameskill::auto_adust_zone_complete("aa_main_" + level.script);
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if (!isdefined(var_1))
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{
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missionsuccess(level.script);
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return;
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}
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if (level.script != "ending" && !(level.script == "af_chase" && var_0))
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{
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level.player thread maps\_hud_util::fade_out(1, undefined);
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soundscripts\_snd::snd_message("end_mission_fade_to_black");
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wait 2;
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maps\_utility::level_end_save();
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}
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if (level.script != "af_chase" || var_0)
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{
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level.missionsettings setlevelcompleted(var_1);
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var_3 = maps\_endmission::updatesppercent();
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updategamerprofile();
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if (level.missionsettings hasachievement(var_1))
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{
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give_mission_achievement(level.missionsettings getachievement(var_1));
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}
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if (level.missionsettings haslevelveteranaward(var_1) && getlevelcompleted(var_1) == 4 && level.missionsettings check_other_haslevelveteranachievement(var_1))
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{
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give_mission_achievement(level.missionsettings getlevelveteranaward(var_1));
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}
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if (level.missionsettings hasmissionhardenedaward() && level.missionsettings getlowestskill() > 2)
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{
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give_mission_achievement(level.missionsettings gethardenedaward());
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}
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level.missionsettings maps\_endmission::_id_D1B9();
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var_4 = level.missionsettings.levels.size;
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}
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if (level.script == "af_chase" && var_0)
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return;
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if (level.script == "ending" && level._id_AC38 == "credits_1")
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common_scripts\utility::flag_wait("af_chase_nextmission");
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if (level.script == "airplane" || level.script == "ending")
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{
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if (level.credits_active)
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{
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level notify("credits_ended");
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credits_end();
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}
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setsaveddvar("ui_nextMission", "0");
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return;
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}
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else
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{
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var_4 = var_1 + 1;
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}
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if (getdvarint("limited_mode"))
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{
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setsaveddvar("ui_nextMission", "0");
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changelevel("");
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return;
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}
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if (maps\_utility::arcademode())
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{
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if (!getdvarint("arcademode_full"))
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{
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setsaveddvar("ui_nextMission", "0");
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changelevel("");
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return;
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}
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if (level.script == "cargoship")
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{
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changelevel("blackout", level.missionsettings getkeepweapons(var_1));
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return;
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}
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else if (level.script == "airlift")
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{
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changelevel("village_assault", level.missionsettings getkeepweapons(var_1));
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return;
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}
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else if (level.script == "jeepride")
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{
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changelevel("airplane", level.missionsettings getkeepweapons(var_1));
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return;
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}
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}
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if (level.missionsettings skipssuccess(var_1))
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{
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changelevel(level.missionsettings getlevelname(var_4), level.missionsettings getkeepweapons(var_1));
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return;
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}
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missionsuccess(level.missionsettings getlevelname(var_4), level.missionsettings getkeepweapons(var_1));
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}
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}
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@ -8,6 +8,8 @@
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#include "scheduler.hpp"
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#include "command.hpp"
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#include "gsc/script_extension.hpp"
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#include "game/ui_scripting/execution.hpp"
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#include <utils/hook.hpp>
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@ -268,6 +270,21 @@ namespace achievements
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get_achievements(&file);
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give_achievement_id_internal(&file, id);
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});
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gsc::add_function("achievementunlocked", []()
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{
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const auto name = game::Scr_GetString(0);
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const auto id = get_achievement_id(name);
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if (!id.has_value())
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{
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game::Scr_AddInt(0);
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return;
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}
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achievement_file_t file{};
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get_achievements(&file);
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game::Scr_AddInt(has_achievement(&file, id.value()));
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});
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}
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};
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}
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