DarkflameServer/dScripts/BaseEnemyMech.cpp

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#include "BaseEnemyMech.h"
#include "Entity.h"
#include "GameMessages.h"
#include "Game.h"
#include "dLogger.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
#include "dpWorld.h"
#include "GeneralUtils.h"
void BaseEnemyMech::OnDie(Entity* self, Entity* killer) {
ControllablePhysicsComponent* controlPhys = static_cast<ControllablePhysicsComponent*>(self->GetComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS));
if (!controlPhys) return;
NiPoint3 newLoc = {controlPhys->GetPosition().x, dpWorld::Instance().GetHeightAtPoint(controlPhys->GetPosition()), controlPhys->GetPosition().z };
//NiPoint3 newLoc = { controlPhys->GetPosition().x, controlPhys->GetPosition().y, controlPhys->GetPosition().z };
EntityInfo info = EntityInfo();
std::vector<LDFBaseData*> cfg;
std::u16string activatorPosStr;
activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().x));
activatorPosStr.push_back(0x1f);
activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().y));
activatorPosStr.push_back(0x1f);
activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().z));
LDFBaseData* activatorPos = new LDFData<std::u16string>(u"rebuild_activators", activatorPosStr);
cfg.push_back(activatorPos);
info.lot = qbTurretLOT;
info.pos = newLoc;
info.rot = controlPhys->GetRotation();
info.spawnerID = self->GetObjectID();
info.settings = cfg;
Entity* turret = EntityManager::Instance()->CreateEntity(info, nullptr);
if (turret) {
EntityManager::Instance()->ConstructEntity(turret);
}
}