Ah. cheers for the explanation. It explains another weird thing that was doing exactly that, (any item interaction completing the puzzle/task)
Thanks Monkey
Thanks Monkey

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Show posts MenuSinkFilled = true;
function cEgo_UseInv()
{
if(player.ActiveInventory == iCleanBoots)
player.LoseInventory(iCleanBoots);
cEgo.ChangeView(3);
}
{
if (PlugIn==true)
{
cEgo.Walk(575, 650, eBlock, eWalkableAreas);
cEgo.ChangeRoom(8, 0, 0);
}
if (SinkFilled==true)
{
cEgo.Walk(575, 650, eBlock, eWalkableAreas);
cEgo.ChangeRoom(9, 0, 0);
}
else
{
cEgo.Walk(575, 650, eBlock, eWalkableAreas);
cEgo.ChangeRoom(2, 0, 0);
}
}
function repeatedly_execute() {
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