Marcel
Marcel
Ok, I'll try to find the time with some earlier savegame and try again.
Can reproduce this with an earlier savegame. Looks as if `Dead` check hits when the dragon has left AR6500 into AR6501, around here: https://github.com/gemrb/gemrb/blob/c735112d670db744e06dc33c85fc5e36ee9ccaf1/gemrb/core/GameScript/Triggers.cpp#L1800-L1804 Maybe this thing should also consider...
Yes, `actor` was null here but I got that `parameters...->objectName` to reveal `"The_Guardian"`
Are you looking at https://github.com/alexbatalov/iwd2-re or is there anything more comprehensive?
Are there any PDB files or annotations around? Could check something like this myself, but the only clues on trigger actions I find in my IWD2.exe are hours away from...
The fix didn't solve the problem. Some levels later and they are back.
AR6102, and this is after the fix. Wouldn't have played it without a clean version. What if it's not the clones but the original actor? All three ghosts have animation...
_Maybe_ it's the reason. There is also one copy getting 0x220, next to other values in the range between 0x200 and 0x240.
Also chances are good that the problem lies in loading? If they had survived, I'd not be able to save or had noticed it earlier.
The ghosts survive this check: https://github.com/gemrb/gemrb/blob/9ae35b21ba2e0b780d0efe82dc65326d306e668f/gemrb/core/Scriptable/Scriptable.cpp#L216-L219 flag mask is 0x50A00