mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
Merge remote-tracking branch 'upstream/main' into more-cdclient-cleanup
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@@ -5,13 +5,14 @@
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#include "EntityManager.h"
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#include "AgMonumentLaserServer.h"
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#include "EntityManager.h"
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#include "ePhysicsEffectType.h"
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#include "eReplicaComponentType.h"
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void AgLaserSensorServer::OnStartup(Entity* self) {
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PhantomPhysicsComponent* physComp = static_cast<PhantomPhysicsComponent*>(self->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
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physComp->SetPhysicsEffectActive(true);
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physComp->SetEffectType(2); // repulse (prolly should make definitions of these are in Entity.cpp)
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physComp->SetEffectType(ePhysicsEffectType::REPULSE);
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physComp->SetDirectionalMultiplier(static_cast<float>(m_RepelForce));
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physComp->SetDirection(NiPoint3::UNIT_Y);
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@@ -2,6 +2,7 @@
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "Preconditions.h"
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#include "eEndBehavior.h"
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#include "DestroyableComponent.h"
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#ifdef _WIN32
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@@ -53,7 +54,7 @@ void MastTeleport::OnTimerDone(Entity* self, std::string timerName) {
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if (!cinematic.empty()) {
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GameMessages::SendPlayCinematic(playerId, GeneralUtils::ASCIIToUTF16(cinematic), player->GetSystemAddress(),
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true, true, false, false, 0, false, leanIn
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true, true, false, false, eEndBehavior::RETURN, false, leanIn
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);
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}
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@@ -1,6 +1,7 @@
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#include "ForceVolumeServer.h"
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#include "PhantomPhysicsComponent.h"
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#include "EntityManager.h"
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#include "ePhysicsEffectType.h"
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void ForceVolumeServer::OnStartup(Entity* self) {
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auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
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@@ -12,7 +13,7 @@ void ForceVolumeServer::OnStartup(Entity* self) {
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const auto forceY = self->GetVar<float>(u"ForceY");
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const auto forceZ = self->GetVar<float>(u"ForceZ");
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phantomPhysicsComponent->SetEffectType(0); // PUSH
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
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phantomPhysicsComponent->SetDirectionalMultiplier(forceAmount);
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phantomPhysicsComponent->SetDirection({ forceX, forceY, forceZ });
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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@@ -5,6 +5,7 @@
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#include "eMissionTaskType.h"
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#include "eMissionState.h"
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#include "RenderComponent.h"
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#include "eEndBehavior.h"
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void NtAssemblyTubeServer::OnStartup(Entity* self) {
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self->SetProximityRadius(5, "teleport");
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@@ -46,7 +47,7 @@ void NtAssemblyTubeServer::RunAssemblyTube(Entity* self, Entity* player) {
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if (!teleCinematic.empty()) {
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const auto teleCinematicUname = teleCinematic;
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GameMessages::SendPlayCinematic(player->GetObjectID(), teleCinematicUname, player->GetSystemAddress(),
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true, true, true, false, 0, false, -1, false, true
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true, true, true, false, eEndBehavior::RETURN, false, -1, false, true
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);
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}
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@@ -3,6 +3,7 @@
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "ePhysicsEffectType.h"
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void NtSentinelWalkwayServer::OnStartup(Entity* self) {
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auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
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@@ -19,7 +20,7 @@ void NtSentinelWalkwayServer::OnStartup(Entity* self) {
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const auto forward = self->GetRotation().GetRightVector() * -1;
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phantomPhysicsComponent->SetEffectType(0); // PUSH
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
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phantomPhysicsComponent->SetDirectionalMultiplier(force);
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phantomPhysicsComponent->SetDirection(forward);
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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@@ -4,6 +4,7 @@
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#include "Entity.h"
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#include "GeneralUtils.h"
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#include "RenderComponent.h"
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#include "eEndBehavior.h"
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void NtVentureCannonServer::OnUse(Entity* self, Entity* user) {
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auto* player = user;
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@@ -76,7 +77,7 @@ void NtVentureCannonServer::EnterCannonEnded(Entity* self, Entity* player) {
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const auto exitCinematicUname = exitCinematic;
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GameMessages::SendPlayCinematic(player->GetObjectID(), exitCinematicUname, player->GetSystemAddress(),
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true, true, true, false, 0, false, 0, false, false
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true, true, true, false, eEndBehavior::RETURN, false, 0, false, false
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);
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self->AddCallbackTimer(1.5f, [this, self, playerID]() {
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