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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-09 20:24:16 +00:00
Public release of the DLU server code!
Have fun!
This commit is contained in:
58
dScripts/FlameJetServer.cpp
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58
dScripts/FlameJetServer.cpp
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#include "FlameJetServer.h"
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#include "SkillComponent.h"
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#include "GameMessages.h"
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void FlameJetServer::OnStartup(Entity* self)
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{
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if (self->GetVar<bool>(u"NotActive"))
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{
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return;
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}
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self->SetNetworkVar<bool>(u"FlameOn", true);
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}
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void FlameJetServer::OnCollisionPhantom(Entity* self, Entity* target)
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{
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if (!target->IsPlayer())
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{
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return;
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}
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if (!self->GetNetworkVar<bool>(u"FlameOn"))
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{
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return;
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}
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auto* skillComponent = target->GetComponent<SkillComponent>();
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if (skillComponent == nullptr)
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{
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return;
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}
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skillComponent->CalculateBehavior(726, 11723, target->GetObjectID(), true);
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auto dir = target->GetRotation().GetForwardVector();
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dir.y = 25;
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dir.x = -dir.x * 15;
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dir.z = -dir.z * 15;
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GameMessages::SendKnockback(target->GetObjectID(), self->GetObjectID(), self->GetObjectID(), 1000, dir);
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}
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void FlameJetServer::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2, int32_t param3)
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{
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Game::logger->Log("FlameJetServer::OnFireEventServerSide", "Event: %s\n", args.c_str());
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if (args == "OnActivated")
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{
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self->SetNetworkVar<bool>(u"FlameOn", false);
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}
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else if (args == "OnDectivated")
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{
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self->SetNetworkVar<bool>(u"FlameOn", true);
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}
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}
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