2021-12-05 17:54:36 +00:00
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#include "SpecialImaginePowerupSpawner.h"
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#include "GameMessages.h"
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#include "SkillComponent.h"
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#include "EntityManager.h"
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2023-03-04 07:16:37 +00:00
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#include "eReplicaComponentType.h"
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2021-12-05 17:54:36 +00:00
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void SpecialImaginePowerupSpawner::OnStartup(Entity* self) {
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self->SetProximityRadius(1.5f, "powerupEnter");
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self->SetVar(u"bIsDead", false);
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}
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void SpecialImaginePowerupSpawner::OnProximityUpdate(Entity* self, Entity* entering, const std::string name, const std::string status) {
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2023-04-09 03:07:25 +00:00
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if (name != "powerupEnter" && status != "ENTER") return;
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if (!entering->IsPlayer()) return;
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if (self->GetVar<bool>(u"bIsDead")) return;
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2021-12-05 17:54:36 +00:00
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GameMessages::SendPlayFXEffect(self, -1, u"pickup", "", LWOOBJID_EMPTY, 1, 1, true);
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SkillComponent* skillComponent;
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2023-04-09 03:07:25 +00:00
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if (!self->TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) return;
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skillComponent->CastSkill(13, entering->GetObjectID());
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2022-07-28 13:39:57 +00:00
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2021-12-05 17:54:36 +00:00
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self->SetVar(u"bIsDead", true);
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2023-04-09 03:07:25 +00:00
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self->Smash(entering->GetObjectID(), eKillType::SILENT);
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2021-12-05 17:54:36 +00:00
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}
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