Hi,
Firstly if I have posted this in the incorrect place sorry. I just got the GOG.com DK1 game and installed KeeperFX and the nightly patch. As per this thread - www.gog.com/forum/dungeon_keeper_series/keeperfx_hires_dk1_latest_builds_and_install_instr uctions/page1
Then when I decided to reinstall the lot so I could add maps following this thread www.gog.com/forum/dungeon_keeper_series/dungeon_keeper_gold_game_editor
then redoing the top threads installation.
Sadly when I exit the game the glitch happens and I can no longer play any other maps other than the original campaign ones.
Any help would be great as I have not played this game in over 6yrs!
Sorry for the heavy Log post
Dungeon Keeper FX ver 0.4.4.1117 (heavylog release)
LOG CREATED @ 20:39:45 01-04-2014
Sync: LbMouseChangeMoveRatio: New ratio 256x256
Sync: CPU AuthenticAMD type 0 family 15 model 1 stepping 0 features 178bfbff
Sync: PhysicalMemory 32
Sync: Memory-demanding features enabled.
Sync: load_configuration: Starting
Sync: load_configuration: Processing Config file, 884 bytes
Sync: load_configuration: Config loaded
Sync: setup_screen_mode_zero: Setting up mode 28
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
Sync: LbScreenSetup: Done filling display properties struct
Sync: LbScreenSetup: Finished
Sync: New moon -0.9671
Sync: init_sound: Starting
Sync: play_smk_via_buffer: Starting
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
Sync: LbScreenSetup: Done filling display properties struct
Sync: LbScreenSetup: Finished
Sync: play_smk_via_buffer: Starting
LbDataFree: freeing "*PALETTE"...done
LbDataFree: freeing "*SCRATCH"...done
Sync: initial_setup: Starting
Sync: LbMouseChangeMoveRatio: New ratio 128x128
Sync: clear_game: Starting
Sync: clear_game_for_summary: Starting
Sync: delete_all_structures: Starting
Sync: clear_dungeons: Starting
Sync: clear_computer: Starting
Sync: ceiling_set_info: Starting
Sync: init_animating_texture_maps: Starting
Sync: load_settings: Starting
Sync: setup_gui_strings_data: Starting
Sync: setup_heaps: Starting
Sync: GraphicsHeap Size 8388608
Sync: SoundHeap Size 8388608
Sync: init_sound_heap_two_banks: Starting
Sync: init_sound_heap_two_banks: Got sound buffer of 8357696 bytes, samples in banks: 840,126
Sync: init_keeper: Starting
Sync: init_rgb2idx_table: Reading rgb-to-index color table file "./data/colours.col".
Sync: init_redpal_table: Reading red-blended color table file "./data/redpal.col".
Sync: init_whitepal_table: Reading white-blended color table file "./data/whitepal.col".
Sync: load_creaturetypes_config_file: Parsing global creature types config file "./fxdata/creature.cfg".
Sync: load_terrain_config_file: Parsing global terrain config file "./fxdata/terrain.cfg".
Sync: load_objects_config_file: Parsing global objects config file "./fxdata/objects.cfg".
Sync: load_trapdoor_config_file: Parsing global traps and doors config file "./fxdata/trapdoor.cfg".
Sync: load_effects_config_file: Parsing global effects config file "./fxdata/effects.cfg".
Sync: load_lenses_config_file: Parsing global eye lenses config file "./fxdata/lenses.cfg".
Sync: load_magic_config_file: Parsing global magic config file "./fxdata/magic.cfg".
Sync: load_creaturestates_config_file: Parsing global creature states config file "./fxdata/crstates.cfg".
Sync: load_terrain_config_file: Reading global terrain config file "./fxdata/terrain.cfg".
Sync: load_objects_config_file: Reading global objects config file "./fxdata/objects.cfg".
Sync: load_trapdoor_config_file: Reading global traps and doors config file "./fxdata/trapdoor.cfg".
Sync: load_effects_config_file: Reading global effects config file "./fxdata/effects.cfg".
Sync: load_lenses_config_file: Reading global eye lenses config file "./fxdata/lenses.cfg".
Sync: load_magic_config_file: Reading global magic config file "./fxdata/magic.cfg".
Sync: load_creaturetypes_config_file: Reading global creature types config file "./fxdata/creature.cfg".
Sync: load_creaturestates_config_file: Reading global creature states config file "./fxdata/crstates.cfg".
Sync: load_rules_config_file: Reading global rules config file "./fxdata/rules.cfg".
Sync: load_creaturemodel_config_file: Reading model 1 from global creature model config file "./creatrs/wizard.cfg".
Sync: load_creaturemodel_config_file: Reading model 2 from global creature model config file "./creatrs/barbarian.cfg".
Sync: load_creaturemodel_config_file: Reading model 3 from global creature model config file "./creatrs/archer.cfg".
Sync: load_creaturemodel_config_file: Reading model 4 from global creature model config file "./creatrs/monk.cfg".
Sync: load_creaturemodel_config_file: Reading model 5 from global creature model config file "./creatrs/dwarfa.cfg".
Sync: load_creaturemodel_config_file: Reading model 6 from global creature model config file "./creatrs/knight.cfg".
Sync: load_creaturemodel_config_file: Reading model 7 from global creature model config file "./creatrs/avatar.cfg".
Sync: load_creaturemodel_config_file: Reading model 8 from global creature model config file "./creatrs/tunneller.cfg".
Sync: load_creaturemodel_config_file: Reading model 9 from global creature model config file "./creatrs/witch.cfg".
Sync: load_creaturemodel_config_file: Reading model 10 from global creature model config file "./creatrs/giant.cfg".
Sync: load_creaturemodel_config_file: Reading model 11 from global creature model config file "./creatrs/fairy.cfg".
Sync: load_creaturemodel_config_file: Reading model 12 from global creature model config file "./creatrs/thief.cfg".
Sync: load_creaturemodel_config_file: Reading model 13 from global creature model config file "./creatrs/samurai.cfg".
Sync: load_creaturemodel_config_file: Reading model 14 from global creature model config file "./creatrs/horny.cfg".
Sync: load_creaturemodel_config_file: Reading model 15 from global creature model config file "./creatrs/skeleton.cfg".
Sync: load_creaturemodel_config_file: Reading model 16 from global creature model config file "./creatrs/troll.cfg".
Sync: load_creaturemodel_config_file: Reading model 17 from global creature model config file "./creatrs/dragon.cfg".
Sync: load_creaturemodel_config_file: Reading model 18 from global creature model config file "./creatrs/demonspawn.cfg".
Sync: load_creaturemodel_config_file: Reading model 19 from global creature model config file "./creatrs/fly.cfg".
Sync: load_creaturemodel_config_file: Reading model 20 from global creature model config file "./creatrs/dark_mistress.cfg".
Sync: load_creaturemodel_config_file: Reading model 21 from global creature model config file "./creatrs/sorceror.cfg".
Sync: load_creaturemodel_config_file: Reading model 22 from global creature model config file "./creatrs/bile_demon.cfg".
Sync: load_creaturemodel_config_file: Reading model 23 from global creature model config file "./creatrs/imp.cfg".
Sync: load_creaturemodel_config_file: Reading model 24 from global creature model config file "./creatrs/bug.cfg".
Sync: load_creaturemodel_config_file: Reading model 25 from global creature model config file "./creatrs/vampire.cfg".
Sync: load_creaturemodel_config_file: Reading model 26 from global creature model config file "./creatrs/spider.cfg".
Sync: load_creaturemodel_config_file: Reading model 27 from global creature model config file "./creatrs/hell_hound.cfg".
Sync: load_creaturemodel_config_file: Reading model 28 from global creature model config file "./creatrs/ghost.cfg".
Sync: load_creaturemodel_config_file: Reading model 29 from global creature model config file "./creatrs/tentacle.cfg".
Sync: load_creaturemodel_config_file: Reading model 30 from global creature model config file "./creatrs/orc.cfg".
Sync: load_creaturemodel_config_file: Reading model 31 from global creature model config file "./creatrs/floating_spirit.cfg".
Sync: load_stats_files: Finished
Sync: check_and_auto_fix_stats: Starting
Sync: check_and_auto_fix_stats: Finished
Sync: load_cubes_config_file: Reading global cubes config file "./fxdata/cubes.cfg".
Sync: load_anim_file: Starting
Sync: load_anim_file: Reading animated tmap file "./data/tmapanim.dat".
Sync: init_keeper: Finished
Sync: Pentium Pro polygon rendering on
Sync: setup_3d: Starting
Sync: init_fades_table: Reading fade table file "./data/tables.dat".
Sync: init_alpha_table: Reading alpha color table file "./data/alpha.col".
Sync: init_lookups: Starting
Sync: setup_game: Speech recognition disabled: KeeperSpeech module not found
Sync: game_loop: Entering gameplay loop.
Sync: wait_at_frontend: Falling into frontend menu.
Sync: load_campaign: Parsing campaign file "ancntkpr.cfg".
Sync: load_campaign: Parsing campaign file "burdnimp.cfg".
Sync: load_campaign: Parsing campaign file "cqarctic.cfg".
Sync: load_campaign: Parsing campaign file "dstninja.cfg".
Sync: load_campaign: Parsing campaign file "dzjr06lv.cfg".
Sync: load_campaign: Parsing campaign file "dzjr10lv.cfg".
Sync: load_campaign: Parsing campaign file "dzjr25lv.cfg".
Sync: load_campaign: Parsing campaign file "evilkeep.cfg".
Sync: load_campaign: Parsing campaign file "grkreign.cfg".
Sync: load_campaign: Parsing campaign file "jdkmaps8.cfg".
Sync: load_campaign: Parsing campaign file "kdklvpck.cfg".
Sync: load_campaign: Parsing campaign file "keeporig.cfg".
Sync: load_campaign: Parsing campaign file "lqizgood.cfg".
Sync: load_campaign: Parsing campaign file "lrdvexer.cfg".
Sync: load_campaign: Parsing campaign file "ncastles.cfg".
Sync: load_campaign: Parsing campaign file "postanck.cfg".
Sync: load_campaign: Parsing campaign file "pstunded.cfg".
Sync: load_campaign: Parsing campaign file "questfth.cfg".
Sync: load_campaign: Parsing campaign file "sandbox.cfg".
Warning: Amount of SP levels (1) and bonuses (0) do not match in [common] block of Campaign config file.
Sync: load_campaign: Parsing campaign file "twinkprs.cfg".
Sync: load_campaign: Parsing campaign file "undedkpr.cfg".
Sync: load_campaigns_list: Found 21 campaign files, properly loaded 21.
Sync: setup_screen_mode_minimal: Setting up mode 28
LbDataFree: freeing "data/pointer64.dat"...done
LbDataFree: freeing "data/pointer64.tab"...done
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
Sync: LbScreenSetup: Done filling display properties struct
Sync: LbScreenSetup: Finished
Sync: LbMouseChangeMoveRatio: New ratio 256x256
Sync: get_startup_menu_state: Standard startup state selected
Sync: frontend_set_state: State 0 will be switched to 1
Sync: Frontend state change from 0 into 1
Sync: frontend_setup_state: Starting for state 1
Sync: continue_game_available: Starting
Sync: change_campaign: Starting
Sync: load_campaign: Reading campaign file "sandbox.cfg".
Warning: Amount of SP levels (1) and bonuses (0) do not match in [common] block of Campaign config file.
Sync: parse_campaign_map_blocks: Starting
Warning: parse_campaign_map_block(line 57): Couldn't recognize "SPEECH" file names in [map00700] block of Campaign config file.
Error: setup_campaign_credits_data: Campaign Credits file does not exist or can't be opened
Sync: is_bonus_level: Level 80 not recognized as bonus
Sync: is_extra_level: Level 80 not recognized as extra
Sync: is_bonus_level: Level 81 not recognized as bonus
Sync: is_extra_level: Level 81 not recognized as extra
Sync: is_bonus_level: Level 82 not recognized as bonus
Sync: is_extra_level: Level 82 not recognized as extra
Sync: is_bonus_level: Level 83 not recognized as bonus
Sync: is_extra_level: Level 83 not recognized as extra
Sync: is_bonus_level: Level 84 not recognized as bonus
Sync: is_extra_level: Level 84 not recognized as extra
Sync: is_bonus_level: Level 85 not recognized as bonus
Sync: is_extra_level: Level 85 not recognized as extra
Sync: is_bonus_level: Level 86 not recognized as bonus
Sync: is_extra_level: Level 86 not recognized as extra
Sync: is_bonus_level: Level 87 not recognized as bonus
Sync: is_extra_level: Level 87 not recognized as extra
Sync: is_bonus_level: Level 88 not recognized as bonus
Sync: is_extra_level: Level 88 not recognized as extra
Sync: is_bonus_level: Level 91 not recognized as bonus
Sync: is_extra_level: Level 91 not recognized as extra
Sync: is_bonus_level: Level 93 not recognized as bonus
Sync: is_extra_level: Level 93 not recognized as extra
Sync: is_bonus_level: Level 94 not recognized as bonus
Sync: is_extra_level: Level 94 not recognized as extra
Sync: is_bonus_level: Level 95 not recognized as bonus
Sync: is_extra_level: Level 95 not recognized as extra
Sync: is_bonus_level: Level 97 not recognized as bonus
Sync: is_extra_level: Level 97 not recognized as extra
Sync: is_bonus_level: Level 92 not recognized as bonus
Sync: is_extra_level: Level 92 not recognized as extra
Sync: is_bonus_level: Level 200 not recognized as bonus
Sync: is_extra_level: Level 200 not recognized as extra
Sync: is_bonus_level: Level 201 not recognized as bonus
Sync: is_extra_level: Level 201 not recognized as extra
Sync: level_lof_file_parse: Starting for "ddiskmp.lof"
Warning: level_lof_file_parse: Incorrect .LOF file name "ddiskmp.lof", skipped.
Sync: level_lof_file_parse: Starting for "dklevels.lof"
Warning: level_lof_file_parse: Incorrect .LOF file name "dklevels.lof", skipped.
Sync: level_lof_file_parse: Starting for "map00055.lof"
Sync: level_lof_file_parse: Starting for "map00056.lof"
Sync: level_lof_file_parse: Starting for "map00057.lof"
Sync: level_lof_file_parse: Starting for "map00058.lof"
Sync: level_lof_file_parse: Starting for "map00059.lof"
Sync: level_lof_file_parse: Starting for "map00065.lof"
Sync: level_lof_file_parse: Starting for "map00066.lof"
Sync: level_lof_file_parse: Starting for "map00067.lof"
Sync: level_lof_file_parse: Starting for "map00068.lof"
Sync: level_lof_file_parse: Starting for "map00069.lof"
Sync: level_lof_file_parse: Starting for "map00075.lof"
Sync: level_lof_file_parse: Starting for "map00076.lof"
Sync: level_lof_file_parse: Starting for "map00077.lof"
Sync: level_lof_file_parse: Starting for "map00078.lof"
Sync: level_lof_file_parse: Starting for "map00079.lof"
Sync: level_lof_file_parse: Starting for "map00122.lof"
Sync: level_lof_file_parse: Starting for "map00123.lof"
Sync: level_lof_file_parse: Starting for "map00124.lof"
Sync: level_lof_file_parse: Starting for "map00126.lof"
Sync: level_lof_file_parse: Starting for "map00127.lof"
Sync: level_lof_file_parse: Starting for "map00130.lof"
Sync: level_lof_file_parse: Starting for "map00131.lof"
Sync: level_lof_file_parse: Starting for "map00132.lof"
Sync: level_lof_file_parse: Starting for "map00133.lof"
Sync: level_lof_file_parse: Starting for "map00135.lof"
Sync: level_lof_file_parse: Starting for "map00145.lof"
Sync: level_lof_file_parse: Starting for "map00146.lof"
Sync: level_lof_file_parse: Starting for "map00147.lof"
Sync: level_lof_file_parse: Starting for "map00149.lof"
Sync: level_lof_file_parse: Starting for "map00150.lof"
Sync: continue_game_available: Continue to level 700 is available
Sync: turn_on_menu: Menu ID 18
Sync: add_to_menu_stack: Menu 18 put on stack, at position 0.
Sync: Created menu ID 18 at slot 0, pos (0,0) size (640,480)
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 1
Sync: gui_button_click_inputs: Left click for button 1
Sync: do_button_click_actions: Starting for button type 0
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: frontend_start_new_game: Clicked
Sync: frontend_set_state: State 1 will be switched to 31
Sync: turn_off_menu: Menu ID 18
Sync: turn_off_menu: Menu number 0
Sync: Frontend state change from 1 into 31
Sync: frontend_setup_state: Starting for state 31
Sync: turn_on_menu: Menu ID 41
Sync: add_to_menu_stack: Menu 41 put on stack, at position 0.
Sync: Created menu ID 41 at slot 0, pos (0,0) size (640,480)
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 11
Sync: gui_button_click_inputs: Left click for button 11
Sync: do_button_click_actions: Starting for button type 0
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 11
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 11
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 11
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: frontend_start_new_campaign: Starting
Sync: change_campaign: Starting
Sync: frontend_set_state: State 31 will be switched to 3
Sync: turn_off_menu: Menu ID 41
Sync: turn_off_menu: Menu number 0
Sync: Frontend state change from 31 into 3
Sync: frontend_setup_state: Starting for state 3
Sync: frontmap_load: Starting
Sync: load_map_and_window: Starting
Sync: load_map_and_window: Finished
Sync: frontmap_load: Zoom hotspot set to (558,397) without fade
Sync: get_extra_level: Extra level kind 1 has number 0
Sync: get_extra_level: Extra level kind 2 has number 0
Sync: frontmap_load: Finished
Sync: get_gui_inputs: Finished
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: frontmap_update_zoom: Stopping fade
Sync: frontend_set_state: State 3 will be switched to 7
Sync: frontmap_unload: Starting
Sync: clear_computer: Starting
Sync: clear_dungeons: Starting
LbDataFree: freeing "ldata/dkflag00.dat"...done
LbDataFree: freeing "ldata/dkflag00.tab"...done
Sync: Frontend state change from 3 into 7
Sync: frontend_setup_state: Starting for state 7
Sync: frontmap_update: Zoom end
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_set_state: State 7 will be switched to 0
Sync: Frontend state change from 7 into 0
Sync: frontend_setup_state: Starting for state 0
Sync: setup_screen_mode: Setting up mode 28
LbDataFree: freeing "ldata/frontft1.dat"...done
LbDataFree: freeing "ldata/frontft1.tab"...done
LbDataFree: freeing "ldata/frontft2.dat"...done
LbDataFree: freeing "ldata/frontft2.tab"...done
LbDataFree: freeing "ldata/frontft3.dat"...done
LbDataFree: freeing "ldata/frontft3.tab"...done
LbDataFree: freeing "ldata/frontft4.dat"...done
LbDataFree: freeing "ldata/frontft4.tab"...done
LbDataFree: freeing "*FE_BACKUP_PAL"...done
Sync: setup_screen_mode: Entering hi-res mode 28, resolution 640x480.
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
Sync: LbScreenSetup: Done filling display properties struct
Sync: LbScreenSetup: Finished
Sync: LbMouseChangeMoveRatio: New ratio 256x256
Sync: initialise_eye_lenses: Starting
Sync: initialise_eye_lenses: Buffer dimensions (640,480)
Sync: setup_heap_memory: Starting
Sync: setup_heap_memory: Freeing old Graphics heap
Sync: GraphicsHeap Size 8388608
Sync: setup_heap_manager: Starting
Sync: setup_screen_mode: Finished
Sync: reenter_video_mode: Switched video to 640x480x32 (mode 28)
Sync: startup_network_game: Starting up network game
Sync: init_level: Starting
Sync: free_swipe_graphic: Starting
Sync: clear_game: Starting
Sync: clear_game_for_summary: Starting
Sync: delete_all_structures: Starting
Sync: clear_dungeons: Starting
Sync: clear_computer: Starting
Sync: ceiling_set_info: Starting
Sync: init_animating_texture_maps: Starting
Sync: reset_heap_manager: Starting
Sync: setup_heap_manager: Starting
Sync: load_creaturetypes_config_file: Parsing global creature types config file "./fxdata/creature.cfg".
Sync: load_terrain_config_file: Parsing global terrain config file "./fxdata/terrain.cfg".
Sync: load_objects_config_file: Parsing global objects config file "./fxdata/objects.cfg".
Sync: load_trapdoor_config_file: Parsing global traps and doors config file "./fxdata/trapdoor.cfg".
Sync: load_effects_config_file: Parsing global effects config file "./fxdata/effects.cfg".
Sync: load_lenses_config_file: Parsing global eye lenses config file "./fxdata/lenses.cfg".
Sync: load_magic_config_file: Parsing global magic config file "./fxdata/magic.cfg".
Sync: load_creaturestates_config_file: Parsing global creature states config file "./fxdata/crstates.cfg".
Sync: load_terrain_config_file: Reading global terrain config file "./fxdata/terrain.cfg".
Sync: load_objects_config_file: Reading global objects config file "./fxdata/objects.cfg".
Sync: load_trapdoor_config_file: Reading global traps and doors config file "./fxdata/trapdoor.cfg".
Sync: load_effects_config_file: Reading global effects config file "./fxdata/effects.cfg".
Sync: load_lenses_config_file: Reading global eye lenses config file "./fxdata/lenses.cfg".
Sync: load_magic_config_file: Reading global magic config file "./fxdata/magic.cfg".
Sync: load_creaturetypes_config_file: Reading global creature types config file "./fxdata/creature.cfg".
Sync: load_creaturestates_config_file: Reading global creature states config file "./fxdata/crstates.cfg".
Sync: load_rules_config_file: Reading global rules config file "./fxdata/rules.cfg".
Sync: load_creaturemodel_config_file: Reading model 1 from global creature model config file "./creatrs/wizard.cfg".
Sync: load_creaturemodel_config_file: Reading model 2 from global creature model config file "./creatrs/barbarian.cfg".
Sync: load_creaturemodel_config_file: Reading model 3 from global creature model config file "./creatrs/archer.cfg".
Sync: load_creaturemodel_config_file: Reading model 4 from global creature model config file "./creatrs/monk.cfg".
Sync: load_creaturemodel_config_file: Reading model 5 from global creature model config file "./creatrs/dwarfa.cfg".
Sync: load_creaturemodel_config_file: Reading model 6 from global creature model config file "./creatrs/knight.cfg".
Sync: load_creaturemodel_config_file: Reading model 7 from global creature model config file "./creatrs/avatar.cfg".
Sync: load_creaturemodel_config_file: Reading model 8 from global creature model config file "./creatrs/tunneller.cfg".
Sync: load_creaturemodel_config_file: Reading model 9 from global creature model config file "./creatrs/witch.cfg".
Sync: load_creaturemodel_config_file: Reading model 10 from global creature model config file "./creatrs/giant.cfg".
Sync: load_creaturemodel_config_file: Reading model 11 from global creature model config file "./creatrs/fairy.cfg".
Sync: load_creaturemodel_config_file: Reading model 12 from global creature model config file "./creatrs/thief.cfg".
Sync: load_creaturemodel_config_file: Reading model 13 from global creature model config file "./creatrs/samurai.cfg".
Sync: load_creaturemodel_config_file: Reading model 14 from global creature model config file "./creatrs/horny.cfg".
Sync: load_creaturemodel_config_file: Reading model 15 from global creature model config file "./creatrs/skeleton.cfg".
Sync: load_creaturemodel_config_file: Reading model 16 from global creature model config file "./creatrs/troll.cfg".
Sync: load_creaturemodel_config_file: Reading model 17 from global creature model config file "./creatrs/dragon.cfg".
Sync: load_creaturemodel_config_file: Reading model 18 from global creature model config file "./creatrs/demonspawn.cfg".
Sync: load_creaturemodel_config_file: Reading model 19 from global creature model config file "./creatrs/fly.cfg".
Sync: load_creaturemodel_config_file: Reading model 20 from global creature model config file "./creatrs/dark_mistress.cfg".
Sync: load_creaturemodel_config_file: Reading model 21 from global creature model config file "./creatrs/sorceror.cfg".
Sync: load_creaturemodel_config_file: Reading model 22 from global creature model config file "./creatrs/bile_demon.cfg".
Sync: load_creaturemodel_config_file: Reading model 23 from global creature model config file "./creatrs/imp.cfg".
Sync: load_creaturemodel_config_file: Reading model 24 from global creature model config file "./creatrs/bug.cfg".
Sync: load_creaturemodel_config_file: Reading model 25 from global creature model config file "./creatrs/vampire.cfg".
Sync: load_creaturemodel_config_file: Reading model 26 from global creature model config file "./creatrs/spider.cfg".
Sync: load_creaturemodel_config_file: Reading model 27 from global creature model config file "./creatrs/hell_hound.cfg".
Sync: load_creaturemodel_config_file: Reading model 28 from global creature model config file "./creatrs/ghost.cfg".
Sync: load_creaturemodel_config_file: Reading model 29 from global creature model config file "./creatrs/tentacle.cfg".
Sync: load_creaturemodel_config_file: Reading model 30 from global creature model config file "./creatrs/orc.cfg".
Sync: load_creaturemodel_config_file: Reading model 31 from global creature model config file "./creatrs/floating_spirit.cfg".
Sync: load_stats_files: Finished
Sync: check_and_auto_fix_stats: Starting
Sync: check_and_auto_fix_stats: Finished
Sync: preload_script: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.txt" loaded.
Sync: preload_script: Finished
Sync: load_single_map_file_to_buffer: Map file "map00700.dat" loaded.
Sync: load_map_flag_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.flg" loaded.
Sync: load_single_map_file_to_buffer: Map file "map00700.clm" loaded.
Sync: load_slab_datclm_files: Starting
Sync: load_slabdat_file: Starting
Sync: load_slab_tng_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.lgt" loaded.
Sync: load_single_map_file_to_buffer: Map file "map00700.own" loaded.
Sync: load_single_map_file_to_buffer: Map file "map00700.wib" loaded.
Sync: load_single_map_file_to_buffer: Map file "map00700.inf" loaded.
Sync: load_texture_map_file: Starting
Sync: load_action_point_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.apt" loaded.
Sync: load_map_slab_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.slb" loaded.
Sync: initialise_map_collides: Starting
Sync: initialise_map_health: Starting
Sync: initialise_map_rooms: Starting
Sync: create_room: Starting to make DUNGEON_HEART at (124,4)
Sync: create_room_flag: Starting for DUNGEON_HEART at (124,4)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (127,4)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (130,4)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make ENTRANCE at (7,7)
Sync: create_room_flag: Starting for ENTRANCE at (7,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (10,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (13,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (124,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (127,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (130,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make ENTRANCE at (241,7)
Sync: create_room_flag: Starting for ENTRANCE at (241,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (244,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (247,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (7,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (10,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (13,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (25,10)
Sync: create_room_flag: Starting for DUNGEON_HEART at (25,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (28,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (31,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (124,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (127,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (130,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (223,10)
Sync: create_room_flag: Starting for DUNGEON_HEART at (223,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (226,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (229,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (241,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (244,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (247,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (7,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (10,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (13,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (25,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (28,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (31,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (223,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (226,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (229,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (241,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (244,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (247,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (25,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (28,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (31,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (223,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (226,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (229,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (124,223)
Sync: create_room_flag: Starting for DUNGEON_HEART at (124,223)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (127,223)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (130,223)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (124,226)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (127,226)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (130,226)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (124,229)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (127,229)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (130,229)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make ENTRANCE at (124,238)
Sync: create_room_flag: Starting for ENTRANCE at (124,238)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (127,238)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (130,238)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (124,241)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (127,241)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (130,241)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (124,244)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (127,244)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (130,244)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: load_map_wlb_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.wlb" loaded.
Sync: load_thing_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.tng" loaded.
Sync: set_start_state_f: create_creature: Starting for creature IMP index 2, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 2
Sync: set_start_state_f: create_creature: Starting for creature IMP index 3, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 3
Sync: set_start_state_f: create_creature: Starting for creature IMP index 4, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 4
Sync: set_start_state_f: create_creature: Starting for creature IMP index 6, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 6
Sync: set_start_state_f: create_creature: Starting for creature IMP index 7, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 7
Sync: set_start_state_f: create_creature: Starting for creature IMP index 8, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 8
Sync: set_start_state_f: create_creature: Starting for creature IMP index 19, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 19
Sync: set_start_state_f: create_creature: Starting for creature IMP index 21, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 21
Sync: set_start_state_f: create_creature: Starting for creature IMP index 22, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 22
Sync: set_start_state_f: create_creature: Starting for creature IMP index 24, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 24
Sync: set_start_state_f: create_creature: Starting for creature IMP index 30, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 30
Sync: set_start_state_f: create_creature: Starting for creature IMP index 31, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 31
Sync: set_start_state_f: create_creature: Starting for creature IMP index 32, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 32
Sync: set_start_state_f: create_creature: Starting for creature IMP index 35, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 35
Sync: set_start_state_f: create_creature: Starting for creature IMP index 36, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 36
Sync: set_start_state_f: create_creature: Starting for creature IMP index 37, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 37
Sync: set_start_state_f: create_creature: Starting for creature ARCHER index 51, owner 4, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to GoodDoingNothing for creature ARCHER index 51
Sync: set_start_state_f: create_creature: Starting for creature WIZARD index 52, owner 4, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to GoodDoingNothing for creature WIZARD index 52
Sync: set_start_state_f: create_creature: Starting for creature WIZARD index 53, owner 4, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to GoodDoingNothing for creature WIZARD index 53
Sync: set_start_state_f: create_creature: Starting for creature ARCHER index 54, owner 4, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to GoodDoingNothing for creature ARCHER index 54
Sync: set_start_state_f: create_creature: Starting for creature IMP index 76, owner 0, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 76
Sync: set_start_state_f: create_creature: Starting for creature IMP index 80, owner 0, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 80
Sync: set_start_state_f: create_creature: Starting for creature IMP index 82, owner 0, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 82
Sync: set_start_state_f: create_creature: Starting for creature IMP index 86, owner 0, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 86
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Navi: triangulate_area: Area from (000,000) to (256,256) with 0000 triangles
Navi: triangulation_border_init: Starting
Navi: triangulate_area: Done
Sync: set_chosen_spell_none: Setting to 0
Sync: init_players_local_game: Starting
Sync: init_player: Starting
Sync: setup_engine_window: Starting for size (640,480) at (0,0)
Sync: set_gui_visible: Starting
Sync: setup_engine_window: Starting for size (640,480) at (140,0)
Sync: turn_on_menu: Menu ID 1
Sync: add_to_menu_stack: Menu 1 put on stack, at position 0.
Sync: Created menu ID 1 at slot 0, pos (0,0) size (140,400)
Sync: turn_on_menu: Menu ID 2
Sync: add_to_menu_stack: Menu 2 put on stack, at position 1.
Sync: Created menu ID 2 at slot 1, pos (0,0) size (140,400)
Sync: pannel_map_update: Starting
Sync: startup_network_game: Setting up uninitialized players as zombie players
Sync: script_support_setup_player_as_zombie_keeper: Starting for player 1
Sync: script_support_setup_player_as_zombie_keeper: Starting for player 2
Sync: script_support_setup_player_as_zombie_keeper: Starting for player 3
Sync: find_players_dungeon_heart: No heart for player 3
Sync: post_init_level: Starting
Sync: init_animating_texture_maps: Starting
Sync: check_map_for_gold: Starting
Sync: check_treasure_map: Added vein 0 at (124,25)
Sync: check_treasure_map: Added vein 1 at (130,25)
Sync: check_treasure_map: Added vein 2 at (4,28)
Sync: check_treasure_map: Added vein 3 at (250,28)
Sync: check_treasure_map: Added vein 4 at (124,82)
Sync: check_treasure_map: Added vein 5 at (130,82)
Sync: check_treasure_map: Added vein 6 at (4,91)
Sync: check_treasure_map: Added vein 7 at (7,94)
Sync: check_treasure_map: Added vein 8 at (244,94)
Sync: check_treasure_map: Added vein 9 at (178,223)
Sync: check_treasure_map: Added vein 10 at (178,232)
Sync: check_map_for_gold: Found 11 possible digging locations
Sync: load_script: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.txt" loaded.
Sync: script_process_value: Setting player 0 max attracted creatures to 30.
Sync: script_process_value: Setting player 1 max attracted creatures to 40.
Sync: script_process_value: Setting player 2 max attracted creatures to 40.
Sync: set_power_available: Starting for spell 1, player 0, state 1,1
Sync: set_power_available: Starting for spell 1, player 1, state 1,1
Sync: set_power_available: Starting for spell 1, player 2, state 1,1
Sync: set_power_available: Starting for spell 1, player 3, state 1,1
Sync: set_power_available: Starting for spell 1, player 4, state 1,1
Sync: set_power_available: Starting for spell 3, player 0, state 1,1
Sync: set_power_available: Starting for spell 3, player 1, state 1,1
Sync: set_power_available: Starting for spell 3, player 2, state 1,1
Sync: set_power_available: Starting for spell 3, player 3, state 1,1
Sync: set_power_available: Starting for spell 3, player 4, state 1,1
Sync: set_power_available: Starting for spell 2, player 0, state 1,1
Sync: set_power_available: Starting for spell 2, player 1, state 1,1
Sync: set_power_available: Starting for spell 2, player 2, state 1,1
Sync: set_power_available: Starting for spell 2, player 3, state 1,1
Sync: set_power_available: Starting for spell 2, player 4, state 1,1
Sync: set_power_available: Starting for spell 4, player 0, state 1,1
Sync: set_power_available: Starting for spell 4, player 1, state 1,1
Sync: set_power_available: Starting for spell 4, player 2, state 1,1
Sync: set_power_available: Starting for spell 4, player 3, state 1,1
Sync: set_power_available: Starting for spell 4, player 4, state 1,1
Sync: set_power_available: Starting for spell 5, player 0, state 1,0
Sync: set_power_available: Starting for spell 5, player 1, state 1,0
Sync: set_power_available: Starting for spell 5, player 2, state 1,0
Sync: set_power_available: Starting for spell 5, player 3, state 1,0
Sync: set_power_available: Starting for spell 5, player 4, state 1,0
Sync: set_power_available: Starting for spell 6, player 0, state 1,0
Sync: set_power_available: Starting for spell 6, player 1, state 1,0
Sync: set_power_available: Starting for spell 6, player 2, state 1,0
Sync: set_power_available: Starting for spell 6, player 3, state 1,0
Sync: set_power_available: Starting for spell 6, player 4, state 1,0
Sync: set_power_available: Starting for spell 7, player 0, state 1,0
Sync: set_power_available: Starting for spell 7, player 1, state 1,0
Sync: set_power_available: Starting for spell 7, player 2, state 1,0
Sync: set_power_available: Starting for spell 7, player 3, state 1,0
Sync: set_power_available: Starting for spell 7, player 4, state 1,0
Sync: set_power_available: Starting for spell 8, player 0, state 1,0
Sync: set_power_available: Starting for spell 8, player 1, state 1,0
Sync: set_power_available: Starting for spell 8, player 2, state 1,0
Sync: set_power_available: Starting for spell 8, player 3, state 1,0
Sync: set_power_available: Starting for spell 8, player 4, state 1,0
Sync: set_power_available: Starting for spell 9, player 0, state 1,0
Sync: set_power_available: Starting for spell 9, player 1, state 1,0
Sync: set_power_available: Starting for spell 9, player 2, state 1,0
Sync: set_power_available: Starting for spell 9, player 3, state 1,0
Sync: set_power_available: Starting for spell 9, player 4, state 1,0
Sync: set_power_available: Starting for spell 11, player 0, state 1,0
Sync: set_power_available: Starting for spell 11, player 1, state 1,0
Sync: set_power_available: Starting for spell 11, player 2, state 1,0
Sync: set_power_available: Starting for spell 11, player 3, state 1,0
Sync: set_power_available: Starting for spell 11, player 4, state 1,0
Sync: set_power_available: Starting for spell 13, player 0, state 1,0
Sync: set_power_available: Starting for spell 13, player 1, state 1,0
Sync: set_power_available: Starting for spell 13, player 2, state 1,0
Sync: set_power_available: Starting for spell 13, player 3, state 1,0
Sync: set_power_available: Starting for spell 13, player 4, state 1,0
Sync: set_power_available: Starting for spell 12, player 0, state 1,0
Sync: set_power_available: Starting for spell 12, player 1, state 1,0
Sync: set_power_available: Starting for spell 12, player 2, state 1,0
Sync: set_power_available: Starting for spell 12, player 3, state 1,0
Sync: set_power_available: Starting for spell 12, player 4, state 1,0
Sync: set_power_available: Starting for spell 16, player 0, state 1,0
Sync: set_power_available: Starting for spell 16, player 1, state 1,0
Sync: set_power_available: Starting for spell 16, player 2, state 1,0
Sync: set_power_available: Starting for spell 16, player 3, state 1,0
Sync: set_power_available: Starting for spell 16, player 4, state 1,0
Sync: set_power_available: Starting for spell 15, player 0, state 1,0
Sync: set_power_available: Starting for spell 10, player 0, state 1,0
Sync: set_power_available: Starting for spell 14, player 0, state 1,0
Sync: set_power_available: Starting for spell 19, player 0, state 1,0
Sync: set_power_available: Starting for spell 15, player 1, state 1,0
Sync: set_power_available: Starting for spell 10, player 2, state 1,0
Sync: event_add_to_event_buttons_list_or_replace_button: New button at position 11
Error: command_add_tunneller_party_to_level(line 306): Party too big for ADD_TUNNELLER (Max 7 members)
Error: command_add_tunneller_party_to_level(line 314): Party too big for ADD_TUNNELLER (Max 7 members)
Error: command_add_tunneller_party_to_level(line 331): Party too big for ADD_TUNNELLER (Max 7 members)
Error: command_add_tunneller_party_to_level(line 339): Party too big for ADD_TUNNELLER (Max 7 members)
load_script: Used script resources: 6/16 tunneller triggers, 16/48 party triggers, 24/64 script values, 47/48 IF conditions, 7/16 party definitions
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 86, owner 0, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 86
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 82, owner 0, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 82
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 80, owner 0, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 80
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 76, owner 0, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 76
Sync: set_start_state_f: init_creature_state: Starting for creature ARCHER index 54, owner 4, last state GoodDoingNothing, stacked Unused
Sync: initialise_thing_state: State change GoodDoingNothing to GoodDoingNothing for creature ARCHER index 54
Sync: set_start_state_f: init_creature_state: Starting for creature WIZARD index 53, owner 4, last state GoodDoingNothing, stacked Unused
Sync: initialise_thing_state: State change GoodDoingNothing to GoodDoingNothing for creature WIZARD index 53
Sync: set_start_state_f: init_creature_state: Starting for creature WIZARD index 52, owner 4, last state GoodDoingNothing, stacked Unused
Sync: initialise_thing_state: State change GoodDoingNothing to GoodDoingNothing for creature WIZARD index 52
Sync: set_start_state_f: init_creature_state: Starting for creature ARCHER index 51, owner 4, last state GoodDoingNothing, stacked Unused
Sync: initialise_thing_state: State change GoodDoingNothing to GoodDoingNothing for creature ARCHER index 51
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 37, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 37
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 36, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 36
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 35, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 35
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 32, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 32
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 31, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 31
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 30, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 30
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 24, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 24
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 22, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 22
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 21, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 21
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 19, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 19
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 8, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 8
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 7, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 7
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 6, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 6
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 4, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 4
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 3, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 3
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 2, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 2
Sync: post_init_level: Finished
Sync: post_init_packets: Starting
Sync: pinstfs_zoom_to_heart: Starting for player 0
Sync: create_and_control_creature_as_controller: Request for model 31 at (32640,59776,1024)
Sync: set_start_state_f: create_creature: Starting for creature FLOATING_SPIRIT index 92, owner 0, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDoingNothing for creature FLOATING_SPIRIT index 92
Sync: turn_off_menu: Menu ID 13
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 14
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 10
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 17
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 30
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 16
Sync: turn_off_menu: Menu number -1
Sync: setup_engine_window: Starting for size (640,480) at (0,0)
Sync: set_start_state_f: create_and_control_creature_as_controller: Starting for creature FLOATING_SPIRIT index 92, owner 0, last state CreatureDoingNothing, stacked Unused
Sync: initialise_thing_state: State change CreatureDoingNothing to ManualControl for creature FLOATING_SPIRIT index 92
Sync: setup_eye_lens: Starting for lens 0
Sync: clear_lens_palette: Staring
Sync: clear_lens_palette: Clear not needed
Sync: keeper_gameplay_loop: Starting
Sync: keeper_gameplay_loop: Entering the gameplay loop for level 700
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 0
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 86
Sync: creature_look_for_combat: Starting for creature IMP index 82
Sync: creature_look_for_combat: Starting for creature IMP index 80
Sync: creature_look_for_combat: Starting for creature IMP index 76
Sync: creature_look_for_combat: Starting for creature ARCHER index 54
Sync: creature_look_for_combat: Starting for creature WIZARD index 53
Sync: creature_look_for_combat: Starting for creature WIZARD index 52
Sync: creature_look_for_combat: Starting for creature ARCHER index 51
Sync: creature_look_for_combat: Starting for creature IMP index 37
Sync: creature_look_for_combat: Starting for creature IMP index 36
Sync: creature_look_for_combat: Starting for creature IMP index 35
Sync: creature_look_for_combat: Starting for creature IMP index 32
Sync: creature_look_for_combat: Starting for creature IMP index 31
Sync: creature_look_for_combat: Starting for creature IMP index 30
Sync: creature_look_for_combat: Starting for creature IMP index 24
Sync: creature_look_for_combat: Starting for creature IMP index 22
Sync: creature_look_for_combat: Starting for creature IMP index 21
Sync: creature_look_for_combat: Starting for creature IMP index 19
Sync: creature_look_for_combat: Starting for creature IMP index 8
Sync: creature_look_for_combat: Starting for creature IMP index 7
Sync: creature_look_for_combat: Starting for creature IMP index 6
Sync: creature_look_for_combat: Starting for creature IMP index 4
Sync: creature_look_for_combat: Starting for creature IMP index 3
Sync: creature_look_for_combat: Starting for creature IMP index 2
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls2 Othrs4 Total94
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 1
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 86
Sync: creature_look_for_combat: Starting for creature IMP index 82
Sync: creature_look_for_combat: Starting for creature IMP index 80
Sync: creature_look_for_combat: Starting for creature IMP index 76
Sync: creature_look_for_combat: Starting for creature ARCHER index 54
Sync: creature_look_for_combat: Starting for creature WIZARD index 53
Sync: creature_look_for_combat: Starting for creature WIZARD index 52
Sync: creature_look_for_combat: Starting for creature ARCHER index 51
Sync: creature_look_for_combat: Starting for creature IMP index 37
Sync: creature_look_for_combat: Starting for creature IMP index 36
Sync: creature_look_for_combat: Starting for creature IMP index 35
Sync: creature_look_for_combat: Starting for creature IMP index 32
Sync: creature_look_for_combat: Starting for creature IMP index 31
Sync: creature_look_for_combat: Starting for creature IMP index 30
Sync: creature_look_for_combat: Starting for creature IMP index 24
Sync: creature_look_for_combat: Starting for creature IMP index 22
Sync: creature_look_for_combat: Starting for creature IMP index 21
Sync: creature_look_for_combat: Starting for creature IMP index 19
Sync: creature_look_for_combat: Starting for creature IMP index 8
Sync: creature_look_for_combat: Starting for creature IMP index 7
Sync: creature_look_for_combat: Starting for creature IMP index 6
Sync: creature_look_for_combat: Starting for creature IMP index 4
Sync: creature_look_for_combat: Starting for creature IMP index 3
Sync: creature_look_for_combat: Starting for creature IMP index 2
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls4 Othrs4 Total96
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 2
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 86
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (41,77)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 86 from 127,232 to 125,231
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 32640,59520 to 32128,59264 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (32128,59264), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (86,127) to (232,125)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (44,74)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 82 from 133,226 to 132,222
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 34176,57984 to 33920,56960 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (33920,56960), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (82,133) to (226,132)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (40,76)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 80 from 121,226 to 122,230
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 31104,57984 to 31360,59008 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (31360,59008), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (80,121) to (226,122)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (43,73)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 76 from 127,220 to 131,220
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 32640,56448 to 33664,56448 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (33664,56448), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (76,127) to (220,131)
Sync: creature_look_for_combat: Starting for creature ARCHER index 54
Sync: good_doing_nothing: No enemy dungeon to perform creature ARCHER index 54 task
Sync: creature_find_safe_position_to_move_within_slab: Finding at (50,9)
Sync: creature_find_safe_position_to_move_within_slab: Finding at (49,8)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature ARCHER index 54 from 151, 25 to 148, 24
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 38784, 6528 to 38016, 6272 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (38016,6272), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature ARCHER from (54,151) to (25,148)
Sync: good_doing_nothing: No enemy dungeon to perform creature WIZARD index 53 task
Sync: creature_find_safe_position_to_move_within_slab: Finding at (48,8)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature WIZARD index 53 from 142, 25 to 146, 25
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 36480, 6528 to 37504, 6528 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (37504,6528), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature WIZARD from (53,142) to (25,146)
Sync: good_doing_nothing: No enemy dungeon to perform creature WIZARD index 52 task
Sync: creature_find_safe_position_to_move_within_slab: Finding at (36,8)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature WIZARD index 52 from 112, 25 to 110, 26
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 28800, 6528 to 28288, 6784 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (28288,6784), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature WIZARD from (52,112) to (25,110)
Sync: good_doing_nothing: No enemy dungeon to perform creature ARCHER index 51 task
Sync: creature_find_safe_position_to_move_within_slab: Finding at (35,8)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature ARCHER index 51 from 103, 25 to 106, 25
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 26496, 6528 to 27264, 6528 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (27264,6528), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature ARCHER from (51,103) to (25,106)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (77,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 37 from 232, 19 to 232, 15
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 59520, 4992 to 59520, 3968 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (59520,3968), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (37,232) to (19,232)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (74,6)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 36 from 226, 19 to 223, 19
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 57984, 4992 to 57216, 4992 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (57216,4992), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (36,226) to (19,223)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (73,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 35 from 220, 19 to 219, 17
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 56448, 4992 to 56192, 4480 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (56192,4480), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (35,220) to (19,219)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (11,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 32 from 34, 19 to 34, 15
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 8832, 4992 to 8832, 3968 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (8832,3968), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (32,34) to (19,34)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (9,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 31 from 28, 19 to 27, 16
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 7296, 4992 to 7040, 4224 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (7040,4224), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (31,28) to (19,27)
Sync: creature_look_for_combat: Starting for creature IMP index 30
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (8,6)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 30 from 22, 19 to 24, 18
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 5760, 4992 to 6272, 4736 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (6272,4736), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (30,22) to (19,24)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (77,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 24 from 232, 13 to 231, 17
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 59520, 3456 to 59264, 4480 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (59264,4480), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (24,232) to (13,231)
Sync: creature_look_for_combat: Starting for creature IMP index 22
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (73,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 22 from 220, 13 to 220, 9
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 56448, 3456 to 56448, 2432 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (56448,2432), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (22,220) to (13,220)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (10,4)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 21 from 34, 13 to 30, 14
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 8832, 3456 to 7808, 3712 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (7808,3712), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (21,34) to (13,30)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (7,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 19 from 22, 13 to 23, 16
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 5760, 3456 to 6016, 4224 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (6016,4224), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (19,22) to (13,23)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (77,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 8 from 232, 7 to 231, 11
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 59520, 1920 to 59264, 2944 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (59264,2944), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (8,232) to (7,231)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (76,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 7 from 226, 7 to 229, 8
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 57984, 1920 to 58752, 2176 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (58752,2176), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (7,226) to (7,229)
Sync: creature_look_for_combat: Starting for creature IMP index 6
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (74,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 6 from 220, 7 to 223, 8
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 56448, 1920 to 57216, 2176 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (57216,2176), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (6,220) to (7,223)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (11,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 4 from 34, 7 to 33, 10
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 8832, 1920 to 8576, 2688 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (8576,2688), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (4,34) to (7,33)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (9,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 3 from 28, 7 to 28, 11
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 7296, 1920 to 7296, 2944 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (7296,2944), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (3,28) to (7,28)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (8,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 2 from 22, 7 to 25, 7
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 5760, 1920 to 6528, 1920 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (6528,1920), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (2,22) to (7,25)
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls6 Othrs4 Total98
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 3
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature WIZARD index 53
Sync: creature_look_for_combat: Starting for creature IMP index 37
Sync: creature_look_for_combat: Starting for creature IMP index 21
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls8 Othrs4 Total100
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 4
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 76
Sync: creature_look_for_combat: Starting for creature WIZARD index 52
Sync: creature_look_for_combat: Starting for creature IMP index 36
Sync: creature_look_for_combat: Starting for creature IMP index 4
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls10 Othrs4 Total102
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 5
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature ARCHER index 51
Sync: creature_look_for_combat: Starting for creature IMP index 35
Sync: creature_look_for_combat: Starting for creature IMP index 19
Sync: creature_look_for_combat: Starting for creature IMP index 3
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls12 Othrs4 Total104
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 6
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 82
Sync: creature_look_for_combat: Starting for creature IMP index 2
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls14 Othrs4 Total106
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 7
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls15 Othrs4 Total107
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 8
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 80
Sync: creature_look_for_combat: Starting for creature IMP index 32
Sync: creature_look_for_combat: Starting for creature IMP index 24
Sync: creature_look_for_combat: Starting for creature IMP index 8
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls17 Othrs4 Total109
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 9
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 31
Sync: creature_look_for_combat: Starting for creature IMP index 7
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls17 Othrs4 Total109
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 10
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 86
Sync: creature_look_for_combat: Starting for creature ARCHER index 54
Sync: creature_look_for_combat: Starting for creature IMP index 30
Sync: creature_look_for_combat: Starting for creature IMP index 22
Sync: creature_look_for_combat: Starting for creature IMP index 6
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls18 Othrs4 Total110
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 11
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature WIZARD index 53
Sync: creature_look_for_combat: Starting for creature IMP index 37
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (73,4)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 35 from 219, 17 to 219, 12
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 56192, 4480 to 56192, 3200 on turn 11
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (56192,3200), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (35,219) to (17,219)
Sync: creature_look_for_combat: Starting for creature IMP index 21
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls19 Othrs4 Total111
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 12
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (40,77)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 86 from 125,231 to 120,231
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 32128,59264 to 30848,59264 on turn 12
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (30848,59264), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (86,125) to (231,120)
Sync: creature_look_for_combat: Starting for creature IMP index 76
Sync: creature_look_for_combat: Starting for creature WIZARD index 52
Sync: creature_look_for_combat: Starting for creature IMP index 36
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (7,6)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 30 from 24, 18 to 23, 20
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 6272, 4736 to 6016, 5248 on turn 12
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (6016,5248), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (30,24) to (18,23)
Sync: creature_look_for_combat: Starting for creature IMP index 4
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls20 Othrs4 Total112
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 13
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature ARCHER index 51
Sync: creature_look_for_combat: Starting for creature IMP index 35
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (10,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 31 from 27, 16 to 31, 17
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 7040, 4224 to 8064, 4480 on turn 13
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 2 waypoints, start: (7680,4351), (8064,4480), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (31,27) to (16,31)
Sync: creature_look_for_combat: Starting for creature IMP index 19
Sync: creature_look_for_combat: Starting for creature IMP index 3
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls20 Othrs4 Total112
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 14
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 82
Sync: creature_look_for_combat: Starting for creature IMP index 2
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls21 Othrs4 Total113
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 15
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (43,74)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 82 from 132,222 to 131,223
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 33920,56960 to 33664,57216 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (33664,57216), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (82,132) to (222,131)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (77,4)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 37 from 232, 15 to 232, 12
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 59520, 3968 to 59520, 3200 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (59520,3200), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (37,232) to (15,232)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (75,6)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 36 from 223, 19 to 226, 20
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 57216, 4992 to 57984, 5248 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (57984,5248), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (36,223) to (19,226)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (11,6)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 32 from 34, 15 to 33, 20
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 8832, 3968 to 8576, 5248 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (8576,5248), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (32,34) to (15,33)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (74,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 22 from 220, 9 to 222, 10
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 56448, 2432 to 56960, 2688 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (56960,2688), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (22,220) to (9,222)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (7,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 2 from 25, 7 to 21, 6
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 6528, 1920 to 5504, 1664 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (5504,1664), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (2,25) to (7,21)
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: leave_creature_as_controller: Starting
Sync: setup_engine_window: Starting for size (640,480) at (140,0)
Sync: set_start_state_f: leave_creature_as_controller: Starting for creature FLOATING_SPIRIT index 92, owner 0, last state ManualControl, stacked Unused
Sync: initialise_thing_state: State change ManualControl to CreatureDoingNothing for creature FLOATING_SPIRIT index 92
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls22 Othrs4 Total113
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_power_hand: Starting
Sync: draw_tooltip: Starting
Sync: redraw_isometric_view: Finished
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 16
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 115.
Sync: process_players_global_packet_action: Starting
Sync: go_on_then_activate_the_event_box: Starting for event kind 3
Sync: turn_on_menu: Menu ID 16
Sync: add_to_menu_stack: Menu 16 put on stack, at position 2.
Sync: Created menu ID 16 at slot 2, pos (160,394) size (480,86)
Sync: turn_off_menu: Menu ID 34
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 27
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 28
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 29
Sync: turn_off_menu: Menu number -1
Sync: go_on_then_activate_the_event_box: Finished
Sync: process_players_dungeon_control_packet_control: Starting
Sync: process_dungeon_control_packet_clicks: Starting for state 1
Sync: set_mouse_light: Starting
Sync: process_players_dungeon_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 80
Sync: creature_look_for_combat: Starting for creature IMP index 32
Sync: creature_look_for_combat: Starting for creature IMP index 24
Sync: creature_look_for_combat: Starting for creature IMP index 8
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls23 Othrs4 Total114
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 3 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_power_hand: Starting
Sync: draw_tooltip: Starting
Sync: redraw_isometric_view: Finished
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 17
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_dungeon_control_packet_control: Starting
Sync: process_dungeon_control_packet_clicks: Starting for state 1
Sync: set_mouse_light: Starting
Sync: process_players_dungeon_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 31
Sync: creature_look_for_combat: Starting for creature IMP index 7
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (76,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 7 from 229, 8 to 229, 11
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 58752, 2176 to 58752, 2944 on turn 17
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (58752,2944), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (7,229) to (8,229)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (73,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 6 from 223, 8 to 219, 8
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 57216, 2176 to 56192, 2176 on turn 17
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (56192,2176), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (6,223) to (8,219)
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls23 Othrs4 Total114
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 3 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_power_hand: Starting
Sync: draw_tooltip: Starting
Sync: redraw_isometric_view: Finished
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 18
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_dungeon_control_packet_control: Starting
Sync: process_dungeon_control_packet_clicks: Starting for state 1
Sync: set_mouse_light: Starting
Sync: process_players_dungeon_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 86
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (43,74)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 76 from 131,220 to 131,222
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 33664,56448 to 33664,56960 on turn 18
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (33664,56960), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (76,131) to (220,131)
Sync: creature_look_for_combat: Starting for creature ARCHER index 54
Sync: creature_look_for_combat: Starting for creature IMP index 30
Sync: creature_look_for_combat: Starting for creature IMP index 22
Sync: creature_look_for_combat: Starting for creature IMP index 6
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls24 Othrs4 Total115
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 3 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_power_hand: Starting
Sync: draw_tooltip: Starting
Sync: redraw_isometric_view: Finished
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 19
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_dungeon_control_packet_control: Starting
Sync: process_dungeon_control_packet_clicks: Starting for state 1
Sync: set_mouse_light: Starting
Sync: process_players_dungeon_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature WIZARD index 53
Sync: creature_look_for_combat: Starting for creature IMP index 37
Sync: creature_look_for_combat: Starting for creature IMP index 21
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (11,4)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 21 from 30, 14 to 34, 14
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 7808, 3712 to 8832, 3712 on turn 19
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (8832,3712), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (21,30) to (14,34)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (7,4)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 19 from 23, 16 to 22, 13
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 6016, 4224 to 5760, 3456 on turn 19
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (5760,3456), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (19,23) to (16,22)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (11,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 4 from 33, 10 to 35, 8
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 8576, 2688 to 9088, 2176 on turn 19
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (9088,2176), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (4,33) to (10,35)
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls24 Othrs4 Total115
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 3 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_power_hand: Starting
Sync: draw_tooltip: Starting
Sync: redraw_isometric_view: Finished
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 20
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_dungeon_control_packet_control: Starting
Sync: process_dungeon_control_packet_clicks: Starting for state 1
Sync: set_mouse_light: Starting
Sync: process_players_dungeon_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 76
Sync: creature_look_for_combat: Starting for creature WIZARD index 52
Sync: creature_look_for_combat: Starting for creature IMP index 36
Sync: creature_look_for_combat: Starting for creature IMP index 4
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls25 Othrs4 Total116
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Error: Attempt to read from inaccessible memory address.
in keeperfx_hvlog.exe at 0023:004a0cc1, base 00400000
in keeperfx_hvlog.exe at 0023:004aa2c1, base 00400000
in keeperfx_hvlog.exe at 0023:00409fa1, base 00400000
in keeperfx_hvlog.exe at 0023:004b0771, base 00400000
in keeperfx_hvlog.exe at 0023:004b2025, base 00400000
in keeperfx_hvlog.exe at 0023:004b20ca, base 00400000
in keeperfx_hvlog.exe at 0023:0040a601, base 00400000
in keeperfx_hvlog.exe at 0023:0040c18a, base 00400000
in keeperfx_hvlog.exe at 0023:0040cbf5, base 00400000
in keeperfx_hvlog.exe at 0023:0040cecd, base 00400000
in keeperfx_hvlog.exe at 0023:00577997, base 00400000
in keeperfx_hvlog.exe at 0023:00577a54, base 00400000
in keeperfx_hvlog.exe at 0023:00577162, base 00400000
in keeperfx_hvlog.exe at 0023:004010b9, base 00400000
in keeperfx_hvlog.exe at 0023:0040129c, base 00400000
in kernel32.dll at 0023:7772336a, base 77710000