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This aims at fixing some more trigger quirks.
Apparently movers ignore
fireDelay
andsendUntrigger
. In #622 issues13.1 the stone gate opens immediately instead of respecting delay and the metal gate doesn't havesendUntrigger
set to true, blocking it from opening. I addedretriggerDelay
here as well without testing.Same goes for collision. Part of code in #635 suggests movers can't have it and I confirmed it by testing. CsCamera behave the same way. In sleeper temple are some that could be wrongly triggered by normal walking.
I changed the test for number of npcs in a trigger zone to be any positive number instead of exactly one. There was a case where a number of skeletons following the player would prevent the trigger.
In another case a trigger activated by intersection had a
fireDelay
. Because it was not called byWorldObjects::execTriggerEvent
it did not work. This made it necessary to move the call for population oftriggersDef
object insideAbstractTrigger
class.