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Update TriggerComponent.cpp
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@ -353,36 +353,6 @@ void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std
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missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, argArray.at(4));
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}
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void TriggerComponent::HandleTurnAroundOnPath(Entity* targetEntity){
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auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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movementAIComponent->ReversePath();
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}
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void TriggerComponent::HandleGoForwardOnPath(Entity* targetEntity){
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auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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if (movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
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}
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void TriggerComponent::HandleGoBackwardOnPath(Entity* targetEntity){
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auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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if (!movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
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}
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void TriggerComponent::HandleStopPathing(Entity* targetEntity){
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auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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movementAIComponent->Pause();
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}
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void TriggerComponent::HandleStartPathing(Entity* targetEntity){
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auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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movementAIComponent->Resume();
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}
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void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) {
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if (argArray.size() < 3) return;
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const auto effectID = GeneralUtils::TryParse<int32_t>(argArray.at(1));
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