Fixed the decapitation vision in MQ16
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Vision fix.esp
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BIN
Vision fix.esp
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@ -98,7 +98,7 @@ Function VisionEffectTimestopStop(bool bMovementHasBeenLocked = False)
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EndFunction
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EndFunction
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Function VisionEffectNoTimestop(Formlist RefsInvolved, Formlist ActorsToFreeze, bool bCustomMusic = False)
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Function VisionEffectNoTimestop(Formlist RefsInvolved, Formlist ActorsToFreeze = None, bool bCustomMusic = False)
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Game.ShowFirstPersonGeometry(False)
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Game.ShowFirstPersonGeometry(False)
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PlayerREF.SetAlpha(0.1)
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PlayerREF.SetAlpha(0.1)
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@ -122,16 +122,16 @@ Function VisionEffectNoTimestop(Formlist RefsInvolved, Formlist ActorsToFreeze,
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EndIf
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EndIf
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if RefsInvolved != None
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if RefsInvolved != None
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int iIndex = RefsInvolved.GetSize()
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Int iIndex = 0
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Form[] actors = RefsInvolved.ToArray()
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while iIndex > 0
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While iIndex < actors.Length
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iIndex -= 1
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Actor VisionREF = actors[iIndex] as Actor
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Actor VisionREF = RefsInvolved.GetAt(iIndex) as Actor
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if VisionREF.IsDisabled()
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if VisionREF.IsDisabled()
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VisionREF.EnableNoWait()
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VisionREF.EnableNoWait()
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EndIf
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EndIf
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VisionRef.SetAlpha(0.5)
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VisionRef.SetAlpha(0.5)
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MS04MemoryFXBody01VFX.Play(VisionREF)
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MS04MemoryFXBody01VFX.Play(VisionREF)
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iIndex += 1
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EndWhile
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EndWhile
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endif
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endif
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@ -150,7 +150,7 @@ Function VisionEffectNoTimestop(Formlist RefsInvolved, Formlist ActorsToFreeze,
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EndFunction
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EndFunction
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Function VisionEffectNoTimestopStop(Formlist RefsInvolved, Formlist ActorsToFreeze, bool bHasBeenRestrained = False)
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Function VisionEffectNoTimestopStop(Formlist RefsInvolved, Formlist ActorsToFreeze = None, bool bHasBeenRestrained = False)
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PlayerREF.SetAlpha(1.0)
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PlayerREF.SetAlpha(1.0)
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Game.ShowFirstPersonGeometry(True)
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Game.ShowFirstPersonGeometry(True)
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@ -169,14 +169,14 @@ Function VisionEffectNoTimestopStop(Formlist RefsInvolved, Formlist ActorsToFree
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EndIf
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EndIf
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if RefsInvolved != None
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if RefsInvolved != None
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int iIndex = RefsInvolved.GetSize()
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Int iIndex = 0
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Form[] actors = RefsInvolved.ToArray()
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while iIndex > 0
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While iIndex < actors.Length
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iIndex -= 1
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Actor VisionREF = actors[iIndex] as Actor
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Actor VisionREF = RefsInvolved.GetAt(iIndex) as Actor
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MS04MemoryFXBody01VFX.Stop(VisionREF)
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MS04MemoryFXBody01VFX.Stop(VisionREF)
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VisionRef.SetAlpha(1)
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VisionRef.SetAlpha(1)
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EndWhile
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iIndex += 1
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EndWhile
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endif
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endif
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if ActorsToFreeze != None
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if ActorsToFreeze != None
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@ -494,31 +494,23 @@ EndFunction
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Function StartVision_SC09()
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Function StartVision_SC09()
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int iSize = MQ16_SC09_VisionNPCs.GetSize()
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_00E_MQ16_VisionIMOD.Apply()
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_00E_MQ16_VisionIMOD.Apply()
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while iSize > 0
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iSize -= 1
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_00E_VisionFX_NPC_SC visionNPC = MQ16_SC09_VisionNPCs.GetAt(iSize) as _00E_VisionFX_NPC_SC
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visionNPC.SetAlphaAndFX()
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endwhile
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iVisionIntenseSound = _00E_MQ16_BattlefieldVisionM.Play(PlayerREF)
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iVisionIntenseSound = _00E_MQ16_BattlefieldVisionM.Play(PlayerREF)
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MQ16_SC09_VisionLinkREF.Enable()
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MQ16_SC09_VisionLinkREF.Enable()
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_00E_PlayerFunctions.GetVisionControl().VisionEffectTimestop(True, True)
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_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(MQ16_SC09_VisionNPCs)
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Wait(3)
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MQ16_SC09_Vision_EnemyREF.PlayIdleWithTarget(pa_2HMKillMoveDecapSlash, MQ16_SC09_Vision_SoldierREF)
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MQ16_SC09_Vision_EnemyREF.PlayIdleWithTarget(pa_2HMKillMoveDecapSlash, MQ16_SC09_Vision_SoldierREF)
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Wait(5)
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Wait(5.5)
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StopVision_SC09()
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StopVision_SC09()
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EndFunction
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EndFunction
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Function StopVision_SC09()
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Function StopVision_SC09()
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_00E_PlayerFunctions.GetVisionControl().VisionEffectTimestopStop(False)
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_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(MQ16_SC09_VisionNPCs)
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MQ16_SC09_VisionLinkREF.Disable()
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MQ16_SC09_VisionLinkREF.Disable()
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MQ16_SC09_VisionNPCLinkREF.Disable()
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Sound.StopInstance(iVisionIntenseSound)
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Sound.StopInstance(iVisionIntenseSound)
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ImageSpaceModifier.RemoveCrossFade()
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ImageSpaceModifier.RemoveCrossFade()
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SetCurrentStageID(100)
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SetCurrentStageID(100)
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