DarkflameServer/dScripts/ai/SPEC/SpecialPowerupSpawner.cpp

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#include "SpecialPowerupSpawner.h"
#include "GameMessages.h"
#include "SkillComponent.h"
#include "EntityManager.h"
#include "eReplicaComponentType.h"
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void SpecialPowerupSpawner::OnStartup(Entity* self) {
self->SetProximityRadius(1.5f, "powerupEnter");
self->SetVar(u"bIsDead", false);
}
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void SpecialPowerupSpawner::OnProximityUpdate(Entity* self, Entity* entering, const std::string name, const std::string status) {
if (name != "powerupEnter" && status != "ENTER") return;
if (!entering->IsPlayer()) return;
if (self->GetVar<bool>(u"bIsDead")) return;
GameMessages::SendPlayFXEffect(self, -1, u"pickup", "", LWOOBJID_EMPTY, 1, 1, true);
auto skillComponent = self->GetComponent<SkillComponent>();
if (!skillComponent) return;
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skillComponent->CastSkill(this->m_SkillId, entering->GetObjectID());
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self->SetVar(u"bIsDead", true);
self->Smash(entering->GetObjectID(), eKillType::SILENT);
}