Start¶
The event does nothing if it's a dummy.
The entity.ccol and scol are initialised according to their NPCType.
From there, SetUp is called which contains most of the startup logic.
After, a couple of specific logic occurs:
- The tag is set according to the NPCType
- The entity.
rigidmass is changed according to the NPCType except if it's an item entity where it remains 1.0 - If applicable, the
disguiseobjis initialised according to the ActionBehaviors - The entire gameObject gets disabled if the
requiresandlimitcontain a violation. It also gets disabled when the entity.hideinsideis true while theinsideiddoes not match the current one - If the
NGFModifier applies, GravityFix is started