Allow different cutscenes to play at the same time#1107
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SnipUndercover merged 2 commits intoMay 12, 2026
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SnipUndercover
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Apr 7, 2026
…-cutscene-changes" This reverts commit dcc400b.
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Branch updated to include the restoration of PR #999 as a separate commit |
DashingCat
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Apr 15, 2026
microlith57
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May 9, 2026
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cool! please inform lönn team about the new fields ^_^
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| if (Scene is not Level level) | ||
| return; | ||
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| if (triggered) | ||
| return; | ||
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| if (deathCount >= 0 && level.Session.DeathsInCurrentLevel != deathCount) | ||
| return; | ||
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| if (ignoreIntroState && ((patch_Player) player).IsIntroState) | ||
| return; | ||
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| // don't activate if the same dialog is already in progress | ||
| if (DialogCutscene.IsInProgress(dialogEntry)) | ||
| return; | ||
| } |
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praise: very nice, clean guard chain
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The pull request was approved and entered the 3-day last-call window. |
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The last-call window for this pull request ended. It can now be merged if no blockers were brought up. |
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The whole reason why #999 is held in beta since forever (4 months? wow) is that triggering multiple cutscenes at once was used... by TASers I think? The compromise is to block triggering of the cutscene if a duplicate of it (as in, the same dialog, unless I missed something) is already running, not if any cutscene is running.