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This PR introduces a fix to the trigger_multiple entity, adding the ability to restart the trigger after being deactivated. Previously, trigger_multiple entities did not properly restart when required, potentially leaving certain game mechanics broken.
Changes:
New Restart Mechanism: The CTriggerMultiple::Restart function has been implemented to handle the reinitialization of the trigger.
Trigger Restart Logic: When invoked, the Restart function stops the current trigger and spawns it again, allowing it to be reused.
Improvement to Spawn Logic: Added logic to correctly reset the trigger in the Spawn method for proper functioning after restart.
Fixes:
Trigger Reset Issue: This fix addresses the problem where trigger_multiple entities wouldn't restart, preventing certain game events from being triggered multiple times as intended.
Impact:
This fix enhances the functionality and reliability of the trigger_multiple entity, allowing it to function as expected in multiplayer games with multiple activations.
@overl4y Can you provide an map to demonstrate that restarting trigger_multiple is necessary?
need to be careful to this PR, because it can break behavior a lot of maps
@overl4y Can you provide an map to demonstrate that restarting trigger_multiple is necessary? need to be careful to this PR, because it can break behavior a lot of maps
It's widely used in zombie escape maps to activate an ambient_generic, func_door, func_breakable, func_tracktrain and a trigger_hurt at the end of the map. But when the round ends quickly, it breaks the entire trigger_multiple flow.
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FIX:
trigger_multiplerestartDescription
This PR introduces a fix to the
trigger_multipleentity, adding the ability to restart the trigger after being deactivated. Previously,trigger_multipleentities did not properly restart when required, potentially leaving certain game mechanics broken.Changes:
CTriggerMultiple::Restartfunction has been implemented to handle the reinitialization of the trigger.Restartfunction stops the current trigger and spawns it again, allowing it to be reused.SpawnLogic: Added logic to correctly reset the trigger in theSpawnmethod for proper functioning after restart.Fixes:
trigger_multipleentities wouldn't restart, preventing certain game events from being triggered multiple times as intended.Impact:
trigger_multipleentity, allowing it to function as expected in multiplayer games with multiple activations.