2021-12-05 17:54:36 +00:00
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#include "NtSentinelWalkwayServer.h"
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#include "PhantomPhysicsComponent.h"
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#include "EntityManager.h"
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2022-07-05 06:00:10 +00:00
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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2023-03-25 10:26:39 +00:00
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#include "ePhysicsEffectType.h"
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2021-12-05 17:54:36 +00:00
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void NtSentinelWalkwayServer::OnStartup(Entity* self) {
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auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
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if (phantomPhysicsComponent == nullptr) {
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return;
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2022-07-28 13:39:57 +00:00
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}
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2021-12-05 17:54:36 +00:00
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auto force = self->GetVar<int32_t>(u"force");
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if (force == 0) {
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force = 115;
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2022-07-28 13:39:57 +00:00
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}
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2021-12-05 17:54:36 +00:00
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const auto forward = self->GetRotation().GetRightVector() * -1;
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2023-03-25 10:26:39 +00:00
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
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2021-12-05 17:54:36 +00:00
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phantomPhysicsComponent->SetDirectionalMultiplier(force);
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phantomPhysicsComponent->SetDirection(forward);
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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2023-07-15 20:56:33 +00:00
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Game::entityManager->SerializeEntity(self);
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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->SetProximityRadius(3, "speedboost");
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}
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void NtSentinelWalkwayServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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if (name != "speedboost" || !entering->IsPlayer() || status != "ENTER") {
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return;
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}
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auto* player = entering;
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
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}
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}
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