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AGS: Fix end sequence of MMM 8 aborting partway through
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@ -927,7 +927,7 @@ RuntimeScriptValue Sc_MoveCharacter(const RuntimeScriptValue *params, int32_t pa
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// void (int chaa,int xx,int yy,int direct)
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RuntimeScriptValue Sc_MoveCharacterBlocking(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_VOID_PINT4(MoveCharacterBlocking);
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API_SCALL_INT_PINT4(MoveCharacterBlocking);
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}
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// void (int cc,int xx, int yy)
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@ -350,7 +350,7 @@ void MoveCharacterToHotspot(int chaa, int hotsp) {
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GameLoopUntilNotMoving(&_GP(game).chars[chaa].walking);
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}
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void MoveCharacterBlocking(int chaa, int xx, int yy, int direct) {
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int MoveCharacterBlocking(int chaa, int xx, int yy, int direct) {
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if (!is_valid_character(chaa))
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quit("!MoveCharacterBlocking: invalid character");
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@ -358,7 +358,7 @@ void MoveCharacterBlocking(int chaa, int xx, int yy, int direct) {
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// ticked -- otherwise this will hang the game
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if (_GP(game).chars[chaa].on != 1) {
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debug_script_warn("MoveCharacterBlocking: character is turned off (is Hide Player Character selected?) and cannot be moved");
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return;
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return 0;
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}
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if (direct)
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@ -367,6 +367,7 @@ void MoveCharacterBlocking(int chaa, int xx, int yy, int direct) {
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MoveCharacter(chaa, xx, yy);
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GameLoopUntilNotMoving(&_GP(game).chars[chaa].walking);
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return 1;
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}
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int GetCharacterSpeechAnimationDelay(CharacterInfo *cha) {
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@ -65,7 +65,7 @@ void SetCharacterClickable(int cha, int clik);
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void SetCharacterIgnoreWalkbehinds(int cha, int clik);
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void MoveCharacterToObject(int chaa, int obbj);
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void MoveCharacterToHotspot(int chaa, int hotsp);
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void MoveCharacterBlocking(int chaa, int xx, int yy, int direct);
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int MoveCharacterBlocking(int chaa, int xx, int yy, int direct);
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void RunCharacterInteraction(int cc, int mood);
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int AreCharObjColliding(int charid, int objid);
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