Added sanity checks to VisionControl
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@ -122,11 +122,13 @@ Function VisionEffectNoTimestop(Formlist RefsInvolved, Formlist ActorsToFreeze =
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int nItems = RefsInvolved.GetSize()
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While iIndex < nItems
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Actor VisionREF = RefsInvolved.GetAt(iIndex) as Actor
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if VisionREF
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if VisionREF.IsDisabled()
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VisionREF.EnableNoWait()
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EndIf
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VisionRef.SetAlpha(0.5)
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MS04MemoryFXBody01VFX.Play(VisionREF)
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endif
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iIndex += 1
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EndWhile
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endif
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@ -169,8 +171,10 @@ Function VisionEffectNoTimestopStop(Formlist RefsInvolved, Formlist ActorsToFree
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Int iIndex = 0
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While iIndex < nItems
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Actor VisionREF = RefsInvolved.GetAt(iIndex) as Actor
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if VisionREF
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MS04MemoryFXBody01VFX.Stop(VisionREF)
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VisionRef.SetAlpha(1)
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endif
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iIndex += 1
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EndWhile
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endif
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@ -167,6 +167,7 @@ EndFunction
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Function StartDoorVision()
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; TODO: Fix _00E_FS_NQ02_VisionRefs filled with NPC_ forms and doing nothing
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_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_FS_NQ02_VisionRefs, _00E_FS_NQ02_SC04_FreezeRefs)
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FS_NQ02_SC04_Vision.ForceStart()
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_00E_FS_NQ02_TaraREF.Enable()
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