DarkflameServer/dScripts/ai/FV/ActNinjaTurret.cpp

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#include "ActNinjaTurret.h"
#include "eRebuildState.h"
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void ActNinjaTurret::OnRebuildNotifyState(Entity* self, eRebuildState state) {
if (state == eRebuildState::COMPLETED) {
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self->SetVar(u"AmBuilt", true);
} else if (state == eRebuildState::RESETTING) {
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self->SetVar(u"AmBuilt", false);
}
}
void
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ActNinjaTurret::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) {
if (args == "ISpawned" && self->GetVar<bool>(u"AmBuilt")) {
sender->Smash();
}
}