| My boolean functions are messing up the script 
 
				I copied and pasted the script i wrote for a map below. for some reason when i introduce a boolean function and say if(blabbity blah(blah) == true), then the function works fine but if i use if(blabbity blah(blah) == false), the function stops working altogether. what am i doing wrong?void OnStart()
 {
 AddEntityCollideCallback("Player", "AreaActivateGrunt", "Func01", false, 1);
 AddEntityCollideCallback("servant_grunt_1", "AreaDisableGrunt", "Func02", false, 1);
 SetEntityPlayerInteractCallback("bone_saw_2", "GiveSanityAndAlertGrunt", false);
 AddEntityCollideCallback("servant_grunt_2", "AreaDisableSecondGrunt", "DisableSecondGrunt", false, 1);
 if (GetEntityExists("servant_grunt_2") == false)
 {
 AddEntityCollideCallback("Player", "AreaDeadManInCloset", "LookAtDeadMan", true, 1);
 }
 if (HasItem("bone_saw_2") == false)
 {
 AddEntityCollideCallback("Player", "AreaSave_1", "AutoSaveStudy", true, 1);
 }
 AddUseItemCallback("", "studykey", "mansion_3", "UnlockStudyHallway", true);
 SetEntityPlayerInteractCallback("mansion_3", "AddQuestGetKey", false);
 
 PlayMusic("00_creak.ogg", true, 1.0f, 0, 0, true);
 }
 void Func01(string &in asParent, string &in asChild, int alState)
 {
 if (HasItem("lantern_1") == true)
 {
 SetEntityActive("servant_grunt_1", true);
 RemoveEntityCollideCallback("Player", "AreaActivateGrunt");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 4.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 2.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 2.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_16", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_17", 2.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_18", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_20", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_21", 2.0f, "");
 }
 }
 
 void Func02(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("servant_grunt_1", false);
 }
 
 void UnlockStudyHallway(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_3", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_3", 0, false);
 RemoveItem("studykey");
 }
 void GiveSanityAndAlertGrunt(string &in AsEntity)
 {
 SetPlayerSanity(100);
 PlaySoundAtEntity("DanielSanityGain", "ui_sanity_gain", "Player", 0.0f, false);
 AddTimer("TimerActivateSecondGrunt", 3.0f, "ActivateSecondGrunt");
 }
 void ActivateSecondGrunt(string &in asTimer)
 {
 SetEntityActive("servant_grunt_2", true);
 StopSound("DanielSanityGain", 0);
 AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_4", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_5", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_19", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_22", 4.0f, "");
 AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_23", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_24", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_25", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_26", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_27", 0.0f, "");
 }
 void DisableSecondGrunt(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("servant_grunt_2", false);
 }
 void LookAtDeadMan(string &in asParent, string &in asChild, int alState)
 {
 StartPlayerLookAt("corpse_male_1", 0.5f, 0.5f, "");
 AddTimer ("TimerStopLookDeadMan", 2.0f, "StopLookDeadMan");
 GiveSanityDamage(15, true);
 PlayMusic("04_event_stairs", false, 1, 0.25f, 0, false);
 AddTimer("reacttocorpse", 0.5f, "TimerPlayerReactToCorpse");
 }
 void TimerPlayerReactToCorpse(string &in asTimer)
 {
 PlaySoundAtEntity("scarecorpse", "react_breath", "Player", 0.1f, false);
 }
 void StopLookDeadMan(string &in asTimer)
 {
 StopPlayerLookAt();
 }
 void AddQuestGetKey(string &in asEntity)
 {
 AddQuest("QuestStudyHallway", "Quest_1");
 }
 void AutoSaveStudy(string &in asParent, string &in asChild, int alState)
 {
 AutoSave();
 }
 
 
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