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Implement some more trigger event calls and command handlers (#989)
* Implement some trigger event calls and command handlers * add zone summary dimissed GM * break and remove log * some cleanup in Gather Targets and blocking out * fix default value of unlock for play cinematic * Log on errors add enum for physics effect type simplify nipoint3 logic check arg count add enum for End behavior * tryparse for nipoint3 * totally didn't forget to include it * bleh c++ is blah * ??? * address feedback * Fix for #1028
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@@ -163,6 +163,8 @@ void EntityManager::DestroyEntity(Entity* entity) {
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return;
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}
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entity->TriggerEvent(eTriggerEventType::DESTROY, entity);
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const auto id = entity->GetObjectID();
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if (std::count(m_EntitiesToDelete.begin(), m_EntitiesToDelete.end(), id)) {
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@@ -588,7 +590,7 @@ void EntityManager::ScheduleForKill(Entity* entity) {
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SwitchComponent* switchComp = entity->GetComponent<SwitchComponent>();
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if (switchComp) {
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entity->TriggerEvent(eTriggerEventType::DEACTIVATED);
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entity->TriggerEvent(eTriggerEventType::DEACTIVATED, entity);
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}
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const auto objectId = entity->GetObjectID();
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