DarkflameServer/dScripts/ai/AG/ActSharkPlayerDeathTrigger.cpp

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#include "ActSharkPlayerDeathTrigger.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "Entity.h"
void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
int32_t param2, int32_t param3) {
if (args == "achieve") {
auto* missionComponent = sender->GetComponent<MissionComponent>();
if (!missionComponent) return;
missionComponent->Progress(eMissionTaskType::SCRIPT, 8419);
if (sender->IsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
if (sender->GetCharacter()) {
sender->Smash(self->GetObjectID(), eKillType::VIOLENT, u"big-shark-death");
}
}
}