Closed stohrendorf closed 2 years ago
Thanks for mentioning the saves, didn't really think about that. But as the trigger state is already saved to the saves, this will (hopefully) only prevent multiple insertions of the keys, also for already saved games, as successfully inserting the key will set the trigger state to "active", which is now checked as a prerequisite. Blame me if it breaks things.
yup, I agree with that assessment. If you have an example of a level where you could insert keys twice, I can test it.
Best option I can currently think of is to add some cheats in the gameflow scripts and then run to the first door in city of vilcabamba.
I gave it a try on the first door in vilcabamca. It didn't work.
Seems to require a
if(m_state.triggerState == TriggerState::Deactivated) return;
as well to get the desired effect, but I don't know if this is correct.
That's correct, totally forgot there's a special triggerKey
handler that deactivates the keyhole.
fixes CE-540