Scripts/Gundrak: Bridge fix
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@@ -443,6 +443,8 @@ public:
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GameObject* pDrakkariColossusStatue = instance->GetGameObject(uiDrakkariColossusStatue);
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GameObject* pDrakkariColossusStatue = instance->GetGameObject(uiDrakkariColossusStatue);
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GameObject* pGalDarahStatue = instance->GetGameObject(uiGalDarahStatue);
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GameObject* pGalDarahStatue = instance->GetGameObject(uiGalDarahStatue);
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toActivate = 0;
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if (pBridge && pCollision && pSladRanStatue && pMoorabiStatue && pDrakkariColossusStatue && pGalDarahStatue)
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if (pBridge && pCollision && pSladRanStatue && pMoorabiStatue && pDrakkariColossusStatue && pGalDarahStatue)
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{
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{
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pBridge->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
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pBridge->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
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@@ -490,12 +492,13 @@ public:
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if (GameObject* statueGO = instance->GetGameObject(toActivate))
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if (GameObject* statueGO = instance->GetGameObject(toActivate))
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statueGO->SetGoState(GO_STATE_READY);
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statueGO->SetGoState(GO_STATE_READY);
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toActivate = 0;
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if (phase == 3)
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if (phase == 3)
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SetData64(DATA_STATUE_ACTIVATE, uiBridge);
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SetData64(DATA_STATUE_ACTIVATE, uiBridge);
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else
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else
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SaveToDB(); // Don't save in between last statue and bridge turning in case of crash leading to stuck instance
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SaveToDB(); // Don't save in between last statue and bridge turning in case of crash leading to stuck instance
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}
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}
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toActivate = 0;
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}
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}
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else
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else
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timer -= diff;
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timer -= diff;
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