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Fixed a bug with priority order. Had it going backwards ;p, lol.
Improved firing speed after map init. It now evaluates only 1 trigger rather than every priority trigger. When the game starts, it merges all priorities into 1 trigger.
Added support for iterating over functions inside of a PriorityEvent. They are iterated over in correct order too =).
This will allow you to mix PriorityEvents with Events (once I add support), other PriorityEvents, and DynamicPriorityEvents (once I add support). I plan to also do DynamicEvents with that support so that you can mix everything together.
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