2022-12-21 22:33:41 +00:00
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#include "CoilBackpackBase.h"
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#include "Entity.h"
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#include "SkillComponent.h"
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void CoilBackpackBase::OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) {
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itemOwner->Subscribe(itemObjId, this, "HitOrHealResult");
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itemOwner->SetVar<uint8_t>(u"coilCount", 0);
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}
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void CoilBackpackBase::NotifyHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
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if (damage > 0) {
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self->SetVar<uint8_t>(u"coilCount", self->GetVar<uint8_t>(u"coilCount") + 1);
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if (self->GetVar<uint8_t>(u"coilCount") > 4) {
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (!skillComponent) return;
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2023-02-10 08:30:17 +00:00
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skillComponent->CastSkill(m_SkillId);
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2022-12-21 22:33:41 +00:00
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self->SetVar<uint8_t>(u"coilCount", 0);
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}
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2023-02-10 08:30:17 +00:00
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}
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2022-12-21 22:33:41 +00:00
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}
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void CoilBackpackBase::OnFactionTriggerItemUnequipped(Entity* itemOwner, LWOOBJID itemObjId) {
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itemOwner->Unsubscribe(itemObjId, "HitOrHealResult");
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}
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