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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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@@ -43,7 +43,7 @@ void SwitchComponent::EntityEnter(Entity* entity) {
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}
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m_Active = true;
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if (!m_Parent) return;
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m_Parent->TriggerEvent(eTriggerEventType::ACTIVATED);
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m_Parent->TriggerEvent(eTriggerEventType::ACTIVATED, entity);
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const auto grpName = m_Parent->GetVarAsString(u"grp_name");
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@@ -79,7 +79,7 @@ void SwitchComponent::Update(float deltaTime) {
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if (m_Timer <= 0.0f) {
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m_Active = false;
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if (!m_Parent) return;
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m_Parent->TriggerEvent(eTriggerEventType::DEACTIVATED);
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m_Parent->TriggerEvent(eTriggerEventType::DEACTIVATED, m_Parent);
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const auto grpName = m_Parent->GetVarAsString(u"grp_name");
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