Merge remote-tracking branch 'upstream/main' into more-cdclient-cleanup

This commit is contained in:
David Markowitz
2023-03-26 03:00:21 -07:00
52 changed files with 721 additions and 309 deletions

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@@ -5,13 +5,14 @@
#include "EntityManager.h"
#include "AgMonumentLaserServer.h"
#include "EntityManager.h"
#include "ePhysicsEffectType.h"
#include "eReplicaComponentType.h"
void AgLaserSensorServer::OnStartup(Entity* self) {
PhantomPhysicsComponent* physComp = static_cast<PhantomPhysicsComponent*>(self->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
physComp->SetPhysicsEffectActive(true);
physComp->SetEffectType(2); // repulse (prolly should make definitions of these are in Entity.cpp)
physComp->SetEffectType(ePhysicsEffectType::REPULSE);
physComp->SetDirectionalMultiplier(static_cast<float>(m_RepelForce));
physComp->SetDirection(NiPoint3::UNIT_Y);

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@@ -2,6 +2,7 @@
#include "EntityManager.h"
#include "GameMessages.h"
#include "Preconditions.h"
#include "eEndBehavior.h"
#include "DestroyableComponent.h"
#ifdef _WIN32
@@ -53,7 +54,7 @@ void MastTeleport::OnTimerDone(Entity* self, std::string timerName) {
if (!cinematic.empty()) {
GameMessages::SendPlayCinematic(playerId, GeneralUtils::ASCIIToUTF16(cinematic), player->GetSystemAddress(),
true, true, false, false, 0, false, leanIn
true, true, false, false, eEndBehavior::RETURN, false, leanIn
);
}

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@@ -1,6 +1,7 @@
#include "ForceVolumeServer.h"
#include "PhantomPhysicsComponent.h"
#include "EntityManager.h"
#include "ePhysicsEffectType.h"
void ForceVolumeServer::OnStartup(Entity* self) {
auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
@@ -12,7 +13,7 @@ void ForceVolumeServer::OnStartup(Entity* self) {
const auto forceY = self->GetVar<float>(u"ForceY");
const auto forceZ = self->GetVar<float>(u"ForceZ");
phantomPhysicsComponent->SetEffectType(0); // PUSH
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
phantomPhysicsComponent->SetDirectionalMultiplier(forceAmount);
phantomPhysicsComponent->SetDirection({ forceX, forceY, forceZ });
phantomPhysicsComponent->SetPhysicsEffectActive(true);

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@@ -5,6 +5,7 @@
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "RenderComponent.h"
#include "eEndBehavior.h"
void NtAssemblyTubeServer::OnStartup(Entity* self) {
self->SetProximityRadius(5, "teleport");
@@ -46,7 +47,7 @@ void NtAssemblyTubeServer::RunAssemblyTube(Entity* self, Entity* player) {
if (!teleCinematic.empty()) {
const auto teleCinematicUname = teleCinematic;
GameMessages::SendPlayCinematic(player->GetObjectID(), teleCinematicUname, player->GetSystemAddress(),
true, true, true, false, 0, false, -1, false, true
true, true, true, false, eEndBehavior::RETURN, false, -1, false, true
);
}

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@@ -3,6 +3,7 @@
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "ePhysicsEffectType.h"
void NtSentinelWalkwayServer::OnStartup(Entity* self) {
auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
@@ -19,7 +20,7 @@ void NtSentinelWalkwayServer::OnStartup(Entity* self) {
const auto forward = self->GetRotation().GetRightVector() * -1;
phantomPhysicsComponent->SetEffectType(0); // PUSH
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
phantomPhysicsComponent->SetDirectionalMultiplier(force);
phantomPhysicsComponent->SetDirection(forward);
phantomPhysicsComponent->SetPhysicsEffectActive(true);

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@@ -4,6 +4,7 @@
#include "Entity.h"
#include "GeneralUtils.h"
#include "RenderComponent.h"
#include "eEndBehavior.h"
void NtVentureCannonServer::OnUse(Entity* self, Entity* user) {
auto* player = user;
@@ -76,7 +77,7 @@ void NtVentureCannonServer::EnterCannonEnded(Entity* self, Entity* player) {
const auto exitCinematicUname = exitCinematic;
GameMessages::SendPlayCinematic(player->GetObjectID(), exitCinematicUname, player->GetSystemAddress(),
true, true, true, false, 0, false, 0, false, false
true, true, true, false, eEndBehavior::RETURN, false, 0, false, false
);
self->AddCallbackTimer(1.5f, [this, self, playerID]() {