Here's a small bugfix release. I actually fixed this in the repo months ago, but forgot to compile a new template. So here it is

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if (keycode == eKeyF5) {
//gOptions.Visible=true; // F5 - OPTIONS
Verbs.UpdateActionBar();
OptionGui.ShowOptions();
}
Room_First_Load {
//Set up a doors with ID 20 and set it to open
Doors.Setdoorstate (20, 1);
}
Room_Load{
//check if door is closed or open
Doors.InitObject (20, oDoor.ID);
}
function repeatedly_execute_always() {
if (!IsGamePaused() && !Verbs.IsGuiDisabled()) {
// Update Actionbar
if (classicGui == false) {
Verbs.CheckDefaultAction();
// Update Actionbar after command is executed
if (location_clicked != null && location_clicked.Length > 0) {
if (location_clicked.IndexOf(">") > 0) temp_location = location_clicked.Truncate(location_clicked.IndexOf(">"));
else temp_location = location_clicked;
}
else temp_location = "";
if (IsInterfaceEnabled() || temp_location != location || location == "") {
Verbs.UpdateActionBar();
location_clicked = "";
}
Verbs.AdjustActionBarPosition();
}
// Doubleclick Timer
if (dc_timer_run == true)
{
if (disableDoubleclick) {
dc_timer_run = false;
}
else {
dc_timer_click++;
if (dc_timer_click >= dc_speed){
dc_timer_click = 0;
dc_timer_run = false;
}
}
}
}
}
QuoteDid I release something recently?
We've just finished integrating the 9verb into the "custom save with screenshots" and bam, just at the same time you release it packaged.
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