2022-01-20 11:20:39 +00:00
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#pragma once
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#include "CppScripts.h"
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class AgSurvivalBuffStation : public CppScripts::Script
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{
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public:
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2022-01-20 11:26:41 +00:00
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/**
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* @brief When the rebuild of self is complete, we calculate the behavior that is assigned to self in the database.
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*
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* @param self The Entity that called this script.
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* @param target The target of the self that called this script.
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*/
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2023-12-29 04:24:30 +00:00
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void OnQuickBuildComplete(Entity* self, Entity* target) override;
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2022-02-07 06:15:32 +00:00
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void OnTimerDone(Entity* self, std::string timerName) override;
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2022-01-20 11:26:41 +00:00
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private:
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/**
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* Skill ID for the buff station.
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*/
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uint32_t skillIdForBuffStation = 201;
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/**
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* Behavior ID for the buff station.
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*/
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uint32_t behaviorIdForBuffStation = 1784;
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2022-02-07 06:15:32 +00:00
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/**
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* Timer for dropping armor.
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*/
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float dropArmorTimer = 6.0f;
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/**
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* Timer for dropping life.
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*/
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float dropLifeTimer = 3.0f;
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/**
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* Timer for dropping imagination.
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*/
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float dropImaginationTimer = 4.0f;
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/**
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* Timer for smashing.
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*/
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float smashTimer = 25.0f;
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/**
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* LOT for armor powerup.
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*/
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LOT armorPowerup = 6431;
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/**
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* LOT for life powerup.
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*/
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LOT lifePowerup = 177;
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/**
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* LOT for imagination powerup.
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*/
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LOT imaginationPowerup = 935;
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2022-01-20 11:20:39 +00:00
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};
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