DarkflameServer/dScripts/FlameJetServer.cpp

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#include "FlameJetServer.h"
#include "SkillComponent.h"
#include "GameMessages.h"
void FlameJetServer::OnStartup(Entity* self)
{
if (self->GetVar<bool>(u"NotActive"))
{
return;
}
self->SetNetworkVar<bool>(u"FlameOn", true);
}
void FlameJetServer::OnCollisionPhantom(Entity* self, Entity* target)
{
if (!target->IsPlayer())
{
return;
}
if (!self->GetNetworkVar<bool>(u"FlameOn"))
{
return;
}
auto* skillComponent = target->GetComponent<SkillComponent>();
if (skillComponent == nullptr)
{
return;
}
skillComponent->CalculateBehavior(726, 11723, target->GetObjectID(), true);
auto dir = target->GetRotation().GetForwardVector();
dir.y = 25;
dir.x = -dir.x * 15;
dir.z = -dir.z * 15;
GameMessages::SendKnockback(target->GetObjectID(), self->GetObjectID(), self->GetObjectID(), 1000, dir);
}
void FlameJetServer::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2, int32_t param3)
{
Game::logger->Log("FlameJetServer::OnFireEventServerSide", "Event: %s\n", args.c_str());
if (args == "OnActivated")
{
self->SetNetworkVar<bool>(u"FlameOn", false);
}
else if (args == "OnDectivated")
{
self->SetNetworkVar<bool>(u"FlameOn", true);
}
}