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Direct3D: Version: Direct3D 9.0c [ati2dvag.dll 6.14.10.

7246] Renderer: ATI Radeon HD 3450 Vendor: ATI VRAM: 512 MB Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 DF24=1 INT Z=0 RAWZ=0 NULL=0 RESZ=1 SlowINTZ=1 desktop: 1360x768 60Hz; virtual: 1360x768 at 0,0 <I> Initializing (RawInput). <RI> Input initialized. Non platform assembly: data-01E2FA80 (this message is harmless) Non platform assembly: data-01E94570 (this message is harmless) Non platform assembly: data-01E99608 (this message is harmless) Non platform assembly: data-01EBB290 (this message is harmless) Non platform assembly: data-01EC28E0 (this message is harmless) Platform assembly: C:\Archivos de programa\1916 - Der Unbekannte Krieg\1916_Data \Managed\UnityScript.Lang.dll (this message is harmless) Platform assembly: C:\Archivos de programa\1916 - Der Unbekannte Krieg\1916_Data \Managed\Boo.Lang.dll (this message is harmless) Unloading 25 unused Assets to reduce memory usage. Loaded Objects now: 16423. Unloading 3 Unused Serialized files (Serialized files now loaded: 0 / Dirty seri alized files: 0) Mouse N Keys :: The cursor is now locked and hidden UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) MouseNKeys:toggleCursor(Boolean) MouseNKeys:Start() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Idle to Roaming. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) PlayerSoundManager :: Palyer walks ON WATER! UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) PlayerSoundManager:TakeStep() PlayerAnimEventInterface:TakeStep(AnimationEvent) (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) PlayerSoundManager :: Palyer walks ON WATER! UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) PlayerSoundManager:TakeStep() PlayerAnimEventInterface:TakeStep(AnimationEvent) (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505)

PlayerSoundManager :: Palyer walks ON WATER! UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) PlayerSoundManager:TakeStep() PlayerAnimEventInterface:TakeStep(AnimationEvent) (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) PlayerSoundManager :: Palyer walks ON WATER! UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) PlayerSoundManager:TakeStep() PlayerAnimEventInterface:TakeStep(AnimationEvent) (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) PlayerSoundManager :: Palyer walks ON WATER! UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) PlayerSoundManager:TakeStep() PlayerAnimEventInterface:TakeStep(AnimationEvent) (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) PlayerSoundManager :: Palyer walks ON WATER! UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) PlayerSoundManager:TakeStep() PlayerAnimEventInterface:TakeStep(AnimationEvent) (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) PlayerSoundManager :: Palyer walks ON WATER! UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) PlayerSoundManager:TakeStep() PlayerAnimEventInterface:TakeStep(AnimationEvent) (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) PlayerSoundManager :: Palyer walks ON WATER! UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) PlayerSoundManager:TakeStep() PlayerAnimEventInterface:TakeStep(AnimationEvent) (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) Player is trying to equip his gasmask, but doesn't have one UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) Player:ToggleGasmask() Player:Update()

(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) Player is trying to equip his gasmask, but doesn't have one UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) Player:ToggleGasmask() Player:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Idle to RoamingFast. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Idle to HuntFast. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) Mouse N Keys :: The cursor is now locked and hidden UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) MouseNKeys:toggleCursor(Boolean) MouseNKeys:OnMouseDown() UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions) UnityEngine.MouseOverPair:SendMessage(String) UnityEngine.SendMouseEvents:DoSendMouseEvents() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) FleshWeapon :: You have no flesh to throw! UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) FleshWeapon:PrimaryFire() FleshWeapon:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from HuntFast to EatFlesh. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object)

AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from EatFlesh to Roaming. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) Transition :: Audial trigger heard player UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) Transition:RaptorHearsPlayer(GameObject) PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Roaming to AwareOfPlayer. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Idle to RoamingFast. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from AwareOfPlayer to Hunt. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505)

Transition :: Audial trigger heard player UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) Transition:RaptorHearsPlayer(GameObject) PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Idle to AwareOfPlayer. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from AwareOfPlayer to Hunt. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Hunt to Attack. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Attack to Hunt. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Hunt to Attack. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update()

(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Attack to Hunt. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Hunt to Attack. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AttackState :: Final blow to player UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AttackState:EnterState() AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) Player Died: Reloading Level UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) Player:TakeDamage(Int32, damageType) AttackState:UpdateState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Hunt to Attack. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505)

Unloading 10 unused Assets to reduce memory usage. Loaded Objects now: 16459. Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty seri alized files: 0) Mouse N Keys :: The cursor is now locked and hidden UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) MouseNKeys:toggleCursor(Boolean) MouseNKeys:Start() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) AI State Machine:: Changing state from Idle to Roaming. UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) AiStateMachine:changeState() AiStateMachine:Update() PrototypeBehavior:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) PlayerSoundManager :: Palyer walks ON WATER! UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) PlayerSoundManager:TakeStep() PlayerAnimEventInterface:TakeStep(AnimationEvent) (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) PlayerSoundManager :: Palyer walks ON WATER! UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) PlayerSoundManager:TakeStep() PlayerAnimEventInterface:TakeStep(AnimationEvent) (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) Mouse N Keys :: The cursor is now unlocked and showed UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) MouseNKeys:toggleCursor(Boolean) MouseNKeys:SetEsc(Boolean) MouseNKeys:Update() (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/Standalon ePlayer/BaseClass.cpp Line: 2505) Unloading 1054 unused Assets to reduce memory usage. Loaded Objects now: 322. Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty seri alized files: 0)

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