fix(inquisition): Restore Necron Tomb progression - #1495
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| tixt = $"Your marines on {planet_numeral_name(planet, id)}"; | ||
| tixt += " are prepared and ready to enter the Necron Tombs. A Plasma Bomb is in tow."; | ||
| var _number = instance_exists(obj_turn_end) ? obj_turn_end.current_popup : 0; | ||
| var _number = instance_exists(obj_turn_end) ? 1 : 0; |
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Think this is required to keep up with the popup sequence count when there are multiple stacked popups in a turn end
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_number doesn't store the popup’s position in the sequence, it's used as a queue continuation flag inside popup_default_close(), which checks if != 0 before scheduling obj_turn_end.alarm[1]. So, before this path would store 0, and then the recreated post combat popup would fail to rearm Alarm 1 when closed stalling the end turn popup queue, and preventing the player from ending their turn. And from testing it did for sure get stuck before sometimes and does for sure not get stuck now but if the change does somehow cause regression with the popup sequencing can you point out where that happens more specifically cause I don't see it.
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was this tested? the description doesn't say. |
Yeah. The bug report had a save attached so I was able to reproduce the bug prior to the fix and then test again post fix and verify it was fixed. |
Summary by cubic
Restores Necron Tomb mission progression after combat so the raid can reach completion.
advance_necron_tomb_missionand reuses it after Necron combat encounters.instance_destroycalls withpopup_default_closeso optional popup exits close cleanly.Written for commit 46186d5. Summary will update on new commits.