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Prevent game load from restoring players breath underwater #1506

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merged 1 commit into from Oct 17, 2019

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JorisVanEijden
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Forum topic: https://forums.dfworkshop.net/viewtopic.php?f=24&t=2681

This is one approach to fixing the reported issue.
It seems to work fine on the saves I have, but this definitely needs thorough testing for side-effects.

… from catching their breath when loading a game due to the fact they are temporarily at the entrance of the dungeon.
@Interkarma
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This is clean and works well. Thank you. :)

@Interkarma Interkarma merged commit 411638d into Interkarma:master Oct 17, 2019
Interkarma added a commit that referenced this pull request Oct 19, 2019
Was introduced by #1506 as short-circuit at front of PlayerEnterExit.Update() prevented some essential things updating during magic round catchup mechanic.
One such item was determining if player was in darkness or not. As this check was skipped, player would acrrue several days of sun damage if they have their first vampire "death" after cautious fast travel and teleporting to crypt.
Reworked slightly so that only swimming logic is being cut during PlayerEnterExit.Update() and other elements will catchup as before during artificial time increase.
@JorisVanEijden JorisVanEijden deleted the loading-during-swimming branch October 20, 2019 06:01
Interkarma added a commit that referenced this pull request Oct 25, 2019
A change in #1506 prevented update running while player was resting. This broke a few things like random spawns during rest. Enemies would only spawn after rest ended.
I'll take another look later at catching breath during load and find a different approach.
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2 participants