<NME> a_hack_trap.cs
<BEF> ﻿using UnityEngine;
using System.Collections;

public class a_hack_trap : trap_base {		
	//qual=5 is a trespass trap.
	//qual=21 is the moving switches in loths tomb.
	//qual=25 is the bly scup chamber puzzle
		//qual=28 is change tmap objects to use a different texture
	//qual=35 is recharge light crystals	
    //qual=20 used for rising platforms on level 42 (scintilus)
    //qual=21 is the moving switches in loths tomb.  
    //qual=23 is a variant of the tmap change
    //qual=24 is the same id as the bullfrog trap. Used in lvl 42 scint and the pits to change graffiti.			
    //qual=25 is the bly scup chamber puzzle
    //qual=26 is the force field on scint level 5
    //qual=27 Removes the link from the target object   
    //qual=28 is change tmap objects to use a different texture
    //Qual=29 is randomly flick buttons. (talorus 1)
    //qual=30 if the avatar is a coward trap in the pits
    //qual=31 something in the arena of fire? unimplemented
    //qual=32 is the qbert puzzle in the void. - Used on both the pyramid and the teleports that take you to it (from red hell at least)
    //qual=33 is used to recycle empty bottles! 
    //qual=35 is recharge light crystals	
    //qual=36. Called after first LB conversation. Moves all NPCs to their proper locations. Possibly used to manage schedules. Only implemented for the first xclock 
    //qual=38 Used in the tombs to swap your potion of cure poison with a potion of poison (via a linked damage trap)
    //qual=39 is change object visability
    //qual=40 is the vending machine selection
    //qual=41 is the vending machine spawning
    //qual=42 is the vending machine sign (in uw1 is is the talking door!)
    //qual=43 is to change the goal of a (type) of Npc. Used in Tombs level 1 by the skeletons who attack when you pick up the map piece 
    //qual=44 is a go to sleep trap used by "bridge based" beds. (eg prison tower straw beds)
    //qual=50 is to trigger the conversation with the troll #251 in tybals lair after you are imprisoned.
    //qual=62 is used in Britannia, prison tower and Kilorn 1 for an unknown purpose . 
    //      In Britannia where is is triggered by quest variables 109 and 112
    //      which are have you talked to british and have you been arrested
    //      possibly this trap is related to these events. 
    //      The britannia traps link to LBs index and the avatars index "1" (maybe used to manipulate the player/npc in certain scenarios)
    //      In the kilorn and the prison tower the move triggers that call it are disabled. THey are linked to one of the humans

    public override void ExecuteTrap (object_base src, int triggerX, int triggerY, int State)
	{
		Debug.Log ("Hack Trap " + objInt().BaseObjectData.index + " qual = " + quality + " triggers:" + triggerX + "," + triggerY);
	}

    protected override void Start()
    {
        if( 
            ((GameWorldController.instance.LevelNo!=0)  && (GameWorldController.instance.LevelNo != 16))
            && (quality==62)
            )
        {
            Debug.Log("oh hey another instance of that hack trap I'm trying to figure out");
        }
         
    }
}

<MSG> Fixed CastEnchantmentUW2 not being called
Fixed loading of enchanted wands that don't link to spell Objects/Wand.cs
Minor spell effect update and additional hack trap notes
<DFF> @@ -3,7 +3,10 @@ using System.Collections;
 
 public class a_hack_trap : trap_base {		
 	//qual=5 is a trespass trap.
+		//qual=20 used for rising platforms on level 42 (scintilus)
 	//qual=21 is the moving switches in loths tomb.
+		//qual=24 is the same id as the bullfrog trap. Used in lvl 42 scint.
+
 	//qual=25 is the bly scup chamber puzzle
 		//qual=28 is change tmap objects to use a different texture
 	//qual=35 is recharge light crystals	

Fixed CastEnchantmentUW2 not being called Fixed loading of enchanted wands that don't link to spell Objects/Wand.cs Minor spell effect update and additional hack trap notes