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Up Topic Basic functionality for switches

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In Response to Marky
This will need a distinction between player built switches and pre-placed switches again. I don't want players to accidentally destroy a key pad or spin wheel in a scenario.

Which leads me too the next question. Instead of adding two "modes" (player built vs. pre-placed) to one object I think it would be better if the objects thar are available to the player are a separate definition with everything they need (so you don't have to prevent the player from rewiring the switches in dark castle, or do some other unexpected stuff with the existing objects).

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