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Impl raw reading, and some slash commands to test with scenes
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@@ -817,6 +817,42 @@ void SlashCommandHandler::Startup() {
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};
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RegisterCommand(ExecuteCommand);
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Command GetSceneCommand{
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.help = "Get the current scene ID and name at your position",
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.info = "Displays the scene ID and name at the player's current position. Scenes do not care about height.",
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.aliases = { "getscene", "scene" },
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.handle = DEVGMCommands::GetScene,
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.requiredLevel = eGameMasterLevel::DEVELOPER
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};
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RegisterCommand(GetSceneCommand);
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Command GetAdjacentScenesCommand{
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.help = "Get all scenes adjacent to your current scene",
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.info = "Displays all scenes that are directly connected to the player's current scene via scene transitions.",
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.aliases = { "getadjacentscenes", "adjacentscenes" },
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.handle = DEVGMCommands::GetAdjacentScenes,
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.requiredLevel = eGameMasterLevel::DEVELOPER
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};
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RegisterCommand(GetAdjacentScenesCommand);
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Command SpawnScenePointsCommand{
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.help = "Spawn bricks at points across your current scene",
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.info = "Spawns bricks at sampled points across the player's current scene using terrain scene map data.",
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.aliases = { "spawnscenepoints" },
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.handle = DEVGMCommands::SpawnScenePoints,
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.requiredLevel = eGameMasterLevel::DEVELOPER
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};
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RegisterCommand(SpawnScenePointsCommand);
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Command SpawnAllScenePointsCommand{
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.help = "Spawn bricks at ALL vertices in ALL scenes (high density, many entities)",
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.info = "Spawns bricks at every vertex in the terrain mesh for all scenes in the zone. WARNING: Creates a massive number of entities for maximum accuracy visualization.",
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.aliases = { "spawnallscenepoints", "spawnallscenes" },
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.handle = DEVGMCommands::SpawnAllScenePoints,
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.requiredLevel = eGameMasterLevel::DEVELOPER
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};
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RegisterCommand(SpawnAllScenePointsCommand);
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// Register Greater Than Zero Commands
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Command KickCommand{
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