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Update TriggerComponent.h
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@ -26,7 +26,6 @@ private:
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void HandleDestroyObject(Entity* targetEntity, std::string args);
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void HandleToggleTrigger(Entity* targetEntity, std::string args);
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void HandleResetRebuild(Entity* targetEntity, std::string args);
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void HandleSetPath(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray);
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void HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray);
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@ -36,11 +35,6 @@ private:
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void HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleToggleBBB(Entity* targetEntity, std::string args);
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void HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleTurnAroundOnPath(Entity* targetEntity);
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void HandleGoForwardOnPath(Entity* targetEntity);
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void HandleGoBackwardOnPath(Entity* targetEntity);
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void HandleStopPathing(Entity* targetEntity);
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void HandleStartPathing(Entity* targetEntity);
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void HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray);
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void HandleCastSkill(Entity* targetEntity, std::string args);
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void HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray);
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