format codebase

This commit is contained in:
aronwk-aaron
2022-07-28 08:39:57 -05:00
parent 4f7aa11067
commit 19e77a38d8
881 changed files with 34700 additions and 38689 deletions

View File

@@ -3,47 +3,41 @@
#include "EntityManager.h"
#include "MissionComponent.h"
void NtSentinelWalkwayServer::OnStartup(Entity* self)
{
auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
if (phantomPhysicsComponent == nullptr)
{
return;
}
void NtSentinelWalkwayServer::OnStartup(Entity* self) {
auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
auto force = self->GetVar<int32_t>(u"force");
if (phantomPhysicsComponent == nullptr) {
return;
}
if (force == 0)
{
force = 115;
}
auto force = self->GetVar<int32_t>(u"force");
const auto forward = self->GetRotation().GetRightVector() * -1;
if (force == 0) {
force = 115;
}
phantomPhysicsComponent->SetEffectType(0); // PUSH
phantomPhysicsComponent->SetDirectionalMultiplier(force);
phantomPhysicsComponent->SetDirection(forward);
phantomPhysicsComponent->SetPhysicsEffectActive(true);
const auto forward = self->GetRotation().GetRightVector() * -1;
EntityManager::Instance()->SerializeEntity(self);
phantomPhysicsComponent->SetEffectType(0); // PUSH
phantomPhysicsComponent->SetDirectionalMultiplier(force);
phantomPhysicsComponent->SetDirection(forward);
phantomPhysicsComponent->SetPhysicsEffectActive(true);
self->SetProximityRadius(3, "speedboost");
EntityManager::Instance()->SerializeEntity(self);
self->SetProximityRadius(3, "speedboost");
}
void NtSentinelWalkwayServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
{
if (name != "speedboost" || !entering->IsPlayer() || status != "ENTER")
{
return;
}
void NtSentinelWalkwayServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (name != "speedboost" || !entering->IsPlayer() || status != "ENTER") {
return;
}
auto* player = entering;
auto* player = entering;
auto* missionComponent = player->GetComponent<MissionComponent>();
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr)
{
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
}
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
}
}