aha persze talán most nem szia
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@@ -332,6 +332,19 @@ namespace KCM.LoadSaveOverrides
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Main.helper.Log($"Setting kingdom name to: {kingdomNames[Main.PlayerSteamID]}");
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Main.helper.Log($"Setting kingdom name to: {kingdomNames[Main.PlayerSteamID]}");
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TownNameUI.inst.SetTownName(kingdomNames[Main.PlayerSteamID]);
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TownNameUI.inst.SetTownName(kingdomNames[Main.PlayerSteamID]);
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// Force transition to PlayingMode to enable villager movement
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try
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{
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Main.helper.Log("MultiplayerSaveContainer.Unpack: Setting PlayingMode");
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GameState.inst.SetNewMode(GameState.inst.playingMode);
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Main.helper.Log("MultiplayerSaveContainer.Unpack: PlayingMode set successfully");
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}
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catch (Exception e)
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{
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Main.helper.Log("MultiplayerSaveContainer.Unpack: Failed to set PlayingMode");
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Main.helper.Log(e.ToString());
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}
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return obj;
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return obj;
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}
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}
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}
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}
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20
Main.cs
20
Main.cs
@@ -290,6 +290,26 @@ namespace KCM
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{
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{
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helper?.Log("VillagerSystem.enabled = " + VillagerSystem.inst.enabled);
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helper?.Log("VillagerSystem.enabled = " + VillagerSystem.inst.enabled);
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}
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}
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// Force transition to PlayingMode to enable villager movement
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try
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{
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if (GameState.inst != null)
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{
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helper?.Log("RunPostLoadRebuild: Current GameState mode: " + TryGetGameModeName());
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if (GameState.inst.playingMode != null)
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{
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helper?.Log("RunPostLoadRebuild: Setting PlayingMode");
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GameState.inst.SetNewMode(GameState.inst.playingMode);
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helper?.Log("RunPostLoadRebuild: PlayingMode set successfully");
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}
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}
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}
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catch (Exception ex)
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{
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helper?.Log("RunPostLoadRebuild: Failed to set PlayingMode");
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helper?.Log(ex.ToString());
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}
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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