DarkflameServer/dScripts/ai/ACT/ActVehicleDeathTrigger.cpp

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#include "ActVehicleDeathTrigger.h"
#include "PossessableComponent.h"
#include "GameMessages.h"
#include "RacingControlComponent.h"
#include "dZoneManager.h"
#include "EntityManager.h"
#include "PossessorComponent.h"
void ActVehicleDeathTrigger::OnCollisionPhantom(Entity* self, Entity* target) {
auto* possessableComponent = target->GetComponent<PossessableComponent>();
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Entity* vehicle;
Entity* player;
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if (possessableComponent != nullptr) {
auto* player = Game::entityManager->GetEntity(possessableComponent->GetPossessor());
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if (player == nullptr) {
return;
}
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return;
} else if (target->IsPlayer()) {
auto* possessorComponent = target->GetComponent<PossessorComponent>();
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if (possessorComponent == nullptr) {
return;
}
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vehicle = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
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if (vehicle == nullptr) {
return;
}
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player = target;
} else {
return;
}
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GameMessages::SendDie(vehicle, self->GetObjectID(), LWOOBJID_EMPTY, true, eKillType::VIOLENT, u"", 0, 0, 0, true, false, 0);
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auto* zoneController = Game::zoneManager->GetZoneControlObject();
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auto* racingControlComponent = zoneController->GetComponent<RacingControlComponent>();
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if (racingControlComponent != nullptr) {
racingControlComponent->OnRequestDie(player);
}
}