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allow point lights to be linked to triggers #1034

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@Jigoku Jigoku commented Mar 31, 2020

Allows light entities to be directly linked to a trigger.

There are a few use cases for this feature, one being that light sources for a sword weapon spawn (eg;volumetric light above the weapon platform) can be hidden when $mutsbitclassic isn't set.

I'm not sure if i've missed anything, but seems to work fine from my testing locally.

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Jigoku commented Mar 31, 2020

Found a problem with this PR, existing maps end up with no lights emitting anything (even a /newent light). However, only a newmap being saved/loaded will allow lights to emit. Not sure why that happens though.

I think this is resolved. But not sure on the usage of setting e.setspawned(1) where it currently is.

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q009 commented Apr 1, 2020

I'd squash those commits into one

@Jigoku Jigoku force-pushed the trigger-link-light-entities branch from 6c8f18a to 3d5d84b Compare April 1, 2020 11:25
@qreeves qreeves self-assigned this May 5, 2020
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qreeves commented May 5, 2020

I will get to this, but I have to be a bit more thorough with things that mess with entities and triggers.

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Jigoku commented Dec 6, 2021

fixed conflicts and using getlightfx() as suggested for the spawned check

@Jigoku Jigoku force-pushed the trigger-link-light-entities branch 2 times, most recently from 566cc78 to ea40a89 Compare January 14, 2022 17:11
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LGTM

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