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Brio compatibility.
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1 changed files with 4 additions and 1 deletions
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@ -64,7 +64,10 @@ public class ObjectManager : IReadOnlyDictionary<ActorIdentifier, ActorData>
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for (var i = (int)ScreenActor.CutsceneStart; i < (int)ScreenActor.CutsceneEnd; ++i)
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for (var i = (int)ScreenActor.CutsceneStart; i < (int)ScreenActor.CutsceneEnd; ++i)
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{
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{
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Actor character = _objects.GetObjectAddress(i);
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Actor character = _objects.GetObjectAddress(i);
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if (!character.Valid)
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// Technically the game does not create holes in cutscenes or GPose.
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// But for Brio compatibility, we allow holes in GPose.
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// Since GPose always has the event actor in the first cutscene slot, we can still optimize in this case.
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if (!character.Valid && i == (int)ScreenActor.CutsceneStart)
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break;
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break;
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HandleIdentifier(character.GetIdentifier(_actors.AwaitedService), character);
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HandleIdentifier(character.GetIdentifier(_actors.AwaitedService), character);
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