Fixes for child iteration of subscenes
Renamed tripCondition field in triggers to tripIf for consistency/naming clarity
Added ability for callbacks for gamemode to have reference on which subscene was loaded/unloaded for respective callback
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
once fires off callbacks one time,
condition lets you plug in an a==b, or method that returns a true/false;
trippedby lets us plug in things like $TypeMasks::PlayerObjectType ( ac39577543/Engine/source/T3D/gameFunctions.cpp (L658) ) so that *only* players can trigger it
1- corrects onleavetrigger for deletions
2-adds a testObjects to trip onenter when creating or moving a trigger itself so that that will list objects already there as opposed to only going off when something moves into it
Specifically:
* Made update bits constants protected so that derived classes can
use them - especially NextFreeMask! IIRC, most classes make these
constants public, though there's no real reason to.
* Made potentialEnterObject virtual so that derived classes can
substitute their own logic.