https://youtu.be/-iy1_1bSiHA?si=ymOM4USvlH1nx8mn
- Hitting location-based load triggers is non-directional, i.e. the result is the same regardless of which direction we approached the trigger from
- In order to establish direction, it is common for location-based load triggers to come in pairs; then the trigger that is hit last determines which areas are to be loaded
- There are two types of location-based load trigger: global and local
- A global load trigger is always active
- A global load trigger has a list of areas associated to it; regardless of which areas were loaded before, upon hitting a global load trigger, all areas on its list are loaded and all areas not on its list are deloaded
- A local load trigger can be active, semi-active, or not active
- By default, all local load triggers are not active, and entering them does nothing
- A local load trigger can be loaded by another load trigger; in that case it becomes active or semi-active; whether it becomes active or semi-active depends on which load trigger loaded it; the semi-active variant typically occurs when load triggers are hit in an unintended order
- While a local load trigger is active, it behaves in the same way as a global load trigger
- Hitting a semi-active local load trigger results in the undoing of any actions performed by the load trigger that loaded it
- There are certain events in the game that turn a semi-active local load trigger into an active local load trigger, e.g. dying after updating our safe spot memory, after loading the semi-active local load trigger
- An active local load trigger cannot be turned into a semi-active local load trigger unless it is made not active first
- Dying results in the undoing of any actions performed by any location-based load triggers hit between the time of death and the last time our safe spot memory was updated