A new event data named "NEEDS_TO_MOVE" will be passed to _BEFORE events to indicate that it's the first of 2 (!) _BEFORE events for this interaction. If TRUE the player first needs to move to the trap or target location. If FALSE the player is about to interact with the trap. Both BEFORE events can be skipped so now it's possible to cancel the interaction either before the player even made its way to the trap (old behaviour) or just before the player is about to interact with the trap at the location of the trap.
A new event data named "NEEDS_TO_MOVE" will be passed to _BEFORE events to indicate that it's the first of 2 (!) _BEFORE events for this interaction. If TRUE the player first needs to move to the trap or target location. If FALSE the player is about to interact with the trap. Both BEFORE events can be skipped so now it's possible to cancel the interaction either before the player even made its way to the trap (old behaviour) or just before the player is about to interact with the trap at the location of the trap.
closes #1462