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PhazonBeam fixes, add debug hack for Metroid Prime's lair cutscene trigger
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@@ -34,6 +34,13 @@ CScriptTrigger::CScriptTrigger(TUniqueId uid, std::string_view name, const CEnti
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GetEditorId(), GetAreaIdAlways());
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x11c_forceField.x() = 0.f;
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}
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#else
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// HACK: For some reason MetroidPrime's lair doesn't enable this trigger until after the cutscene, activate it in debug build
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if (GetEditorId() == 0x000B01DB && !GetActive()) {
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Log.report(logvisor::Warning, FMT_STRING("BUG THIS!: Overriding active for trigger {} in area {}"), GetEditorId(),
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GetAreaIdAlways());
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SetActive(true);
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}
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#endif
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}
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