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Functionality to deactivate buttons via signals #18

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Deconimus
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See Issue #17

As of now, this would enable to deactivate buttons for "escape hatch" cutscenes in Chamber04, Chamber13 and Chamber14.

In those chambers, the relevant button objects in the blender files would simply need to be renamed to something like:

@button open_door open_door_cube escape_hatch

(At the example of the button in chamber14).

…nt can be provided for button objects in .blend files, the new syntax is: "@button <signalIndex> <cubeSignalIndex> <deactivateSignalIndex>"

(Issue mwpenny#17)
@mwpenny mwpenny added the enhancement New feature or request label Mar 1, 2024
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mwpenny commented Mar 1, 2024

Thanks for pushing this so it is preserved.

Will return to this later when it is more relevant (more information is in #15 and #17).

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