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Full Version: Making an enemy 'exit' like in the map Daniel's Room. (Solved!)
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Fixed it!

Started to compare "void MonsterFunc1" with "void GoPoof" as the first one worked, and noticed the following, GoPoof had nothing within the '()' and the latter function had "(string &in asParent , string &in asChild , int alState)".

So I added that to the GoPoof function and it worked! Though, could anyone tell me why this info is needed? It looks like unnecessary data to me, yet it is needed. Huh
GoPoof is an entity collide callback. It needs the parameters from that callback (the syntax for the function) to know what function it is.
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