DarkflameServer/dScripts/AgSurvivalBuffStation.h

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#pragma once
#include "CppScripts.h"
class AgSurvivalBuffStation : public CppScripts::Script
{
public:
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/**
* @brief When the rebuild of self is complete, we calculate the behavior that is assigned to self in the database.
*
* @param self The Entity that called this script.
* @param target The target of the self that called this script.
*/
void OnRebuildComplete(Entity* self, Entity* target) override;
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private:
/**
* Skill ID for the buff station.
*/
uint32_t skillIdForBuffStation = 201;
/**
* Behavior ID for the buff station.
*/
uint32_t behaviorIdForBuffStation = 1784;
};