allow point lights to be linked to triggers
Allows light entities to be directly linked to a trigger.
There are a few use cases for this feature, one being that light sources for a sword weapon spawn (eg;volumetric light above the weapon platform) can be hidden when $mutsbitclassic isn't set.
I'm not sure if i've missed anything, but seems to work fine from my testing locally.
~~Found a problem with this PR, existing maps end up with no lights emitting anything (even a /newent light). However, only a newmap being saved/loaded will allow lights to emit. Not sure why that happens though.~~
I think this is resolved. But not sure on the usage of setting e.setspawned(1) where it currently is.
I'd squash those commits into one
I will get to this, but I have to be a bit more thorough with things that mess with entities and triggers.
fixed conflicts and using getlightfx() as suggested for the spawned check