fix quest bug checking wrong conditions
This commit is contained in:
@@ -1753,7 +1753,7 @@ Transform:
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: -0.0007883741, y: 0.0012165046, z: -0.0015583121, w: 0.99999774}
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m_LocalRotation: {x: -0.0007883741, y: 0.0012165046, z: -0.0015583121, w: 0.99999774}
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m_LocalPosition: {x: 10.801, y: 3.6573, z: 4.404}
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m_LocalPosition: {x: 10.801, y: 3.6573, z: 4.404}
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m_LocalScale: {x: 0.12264277, y: 0.12264277, z: 0.12264277}
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m_LocalScale: {x: 0.19202179, y: 0.19202179, z: 0.19202179}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children:
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m_Children:
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- {fileID: 1843688239}
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- {fileID: 1843688239}
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@@ -8391,6 +8391,14 @@ PrefabInstance:
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propertyPath: 'tools.Array.data[3]'
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propertyPath: 'tools.Array.data[3]'
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value:
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value:
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objectReference: {fileID: 373047378}
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objectReference: {fileID: 373047378}
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- target: {fileID: 2715587763268303228, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
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propertyPath: m_Lightmapping
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value: 4
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objectReference: {fileID: 0}
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- target: {fileID: 5056434560497563343, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
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propertyPath: m_LocalPosition.y
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value: -0.78
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objectReference: {fileID: 0}
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- target: {fileID: 5526037850913171920, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
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- target: {fileID: 5526037850913171920, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
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propertyPath: m_LocalPosition.x
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propertyPath: m_LocalPosition.x
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value: -0.60945
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value: -0.60945
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@@ -57,6 +57,81 @@ private void ReloadReferences()
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Instance.PlayerManager = GetComponent<PlayerManager>();
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Instance.PlayerManager = GetComponent<PlayerManager>();
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}
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}
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#region Map Load Handling
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/// <summary>
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/// Triggers transition to a map point
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/// </summary>
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public void GoToMapPoint(MapPoint mapPoint)
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{
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StartCoroutine(GoToMapPointCoroutine(mapPoint));
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}
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/// <summary>
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/// Executes transition to map point (scene and location)
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/// </summary>
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private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint)
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{
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Instance.isTransitioningScenes = true;
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Instance.playerController.SetCharacterControl(false);
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// Fade to black
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float fadeDuration = 0.2f; // how long to fade to/from black
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float moveDuration = 0.4f; // how long to auto walk into room from the door
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float fadeTime = 0;
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Color blackScreenColor = Color.black;
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while (fadeTime < fadeDuration)
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{
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blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
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blackScreen.color = blackScreenColor;
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fadeTime += Time.deltaTime;
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yield return null;
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}
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fadeTime = 0;
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(mapPoint.Scene);
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while (!asyncLoad.isDone)
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{
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// Optional: Update a loading bar with asyncLoad.progress
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yield return null;
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}
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ReloadReferences();
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// Make sure screen is black in new scene
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blackScreen.color = blackScreenColor;
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if (Instance.playerController != null && GameSceneManager.Instance != null)
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{
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Instance.playerController.CharacterControllerMove(mapPoint.SpawnPosition - playerController.transform.position);
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}
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// Fade back in
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while (fadeTime < fadeDuration)
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{
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blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
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Instance.blackScreen.color = blackScreenColor;
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fadeTime += Time.deltaTime;
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yield return null;
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}
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// move character a little more
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while (fadeTime < moveDuration)
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{
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fadeTime += Time.deltaTime;
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yield return null;
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}
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fadeTime = 0;
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Instance.isTransitioningScenes = false;
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Instance.playerController.SetCharacterControl(true);
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}
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#endregion
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#region Scene Door Handling
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/// <summary>
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/// <summary>
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/// Triggers transition to specified scene at the door with the specified ID
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/// Triggers transition to specified scene at the door with the specified ID
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/// </summary>
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/// </summary>
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@@ -136,6 +211,7 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
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Instance.isTransitioningScenes = false;
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Instance.isTransitioningScenes = false;
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Instance.playerController.SetCharacterControl(true);
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Instance.playerController.SetCharacterControl(true);
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}
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}
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#endregion
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/// <summary>
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/// <summary>
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/// Are we currently in the middle of a scene transition?
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/// Are we currently in the middle of a scene transition?
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@@ -0,0 +1,10 @@
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using UnityEngine;
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// Gives a location to be teleported to and displayed on a map. This will be used by
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// the game manager to allow for fast travel
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[System.Serializable]
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public class MapPoint
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{
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public string Scene;
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public Vector3 SpawnPosition;
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5c03ccad2a919f74d95b0d3a409412b9
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@@ -60,12 +60,12 @@ private void Awake()
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QuestBool[] QID2_List = new QuestBool[1];
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QuestBool[] QID2_List = new QuestBool[1];
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// QID2_1_completedQuest3
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// QID2_1_completedQuest3
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QID1_List[0] = new QuestBool(() =>
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QID2_List[0] = new QuestBool(() =>
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{
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{
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return CompletedQuests.Contains(3);
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return CompletedQuests.Contains(3);
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});
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});
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questBoolMap.Add(2, QID1_List);
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questBoolMap.Add(2, QID2_List);
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#endregion
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#endregion
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#region 3 - (Story Quest #1.5) First Paycheck
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#region 3 - (Story Quest #1.5) First Paycheck
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@@ -75,17 +75,18 @@ private void Awake()
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QuestBool[] QID3_List = new QuestBool[1];
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QuestBool[] QID3_List = new QuestBool[1];
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// QID3_1_hasEnoughStarshards
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// QID3_1_hasEnoughStarshards
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QID1_List[0] = new QuestBool(() =>
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QID3_List[0] = new QuestBool(() =>
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{
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{
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return GameManager.Instance.Inventory.GetItemQuantity(ItemIdEnum.STAR_SHARD) > 0;
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return GameManager.Instance.Inventory.GetItemQuantity(ItemIdEnum.STAR_SHARD) > 0;
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});
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});
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questBoolMap.Add(3, QID1_List);
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questBoolMap.Add(3, QID3_List);
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#endregion
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#endregion
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return questBoolMap;
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return questBoolMap;
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}
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}
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#region Save/Load Quest Data
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// Save completed quests to disk
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// Save completed quests to disk
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public void SaveQuestData(ref QuestSaveData data)
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public void SaveQuestData(ref QuestSaveData data)
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{
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{
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@@ -113,6 +114,7 @@ public void LoadQuestData(QuestSaveData data)
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Instance.CompletedQuests = new List<int>();
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Instance.CompletedQuests = new List<int>();
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}
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}
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}
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}
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#endregion
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}
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}
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public class QuestBool
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public class QuestBool
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