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Update in response to feedback
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@@ -22,8 +22,8 @@ TriggerComponent::TriggerComponent(Entity* parent, const std::string triggerInfo
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std::vector<std::string> tokens = GeneralUtils::SplitString(triggerInfo, ':');
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const auto sceneID = GeneralUtils::TryParse<uint32_t>(tokens.at(0)).value();
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const auto triggerID = GeneralUtils::TryParse<uint32_t>(tokens.at(1)).value();
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const auto sceneID = GeneralUtils::TryParse<uint32_t>(tokens.at(0)).value_or(0);
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const auto triggerID = GeneralUtils::TryParse<uint32_t>(tokens.at(1)).value_or(0);
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m_Trigger = Game::zoneManager->GetZone()->GetTrigger(sceneID, triggerID);
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@@ -189,7 +189,7 @@ void TriggerComponent::HandleFireEvent(Entity* targetEntity, std::string args) {
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}
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void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string args){
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const eKillType killType = GeneralUtils::TryParse<eKillType>(args).value_or(eKillType::SILENT);
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const eKillType killType = GeneralUtils::TryParse<eKillType>(args).value_or(eKillType::VIOLENT);
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targetEntity->Smash(m_Parent->GetObjectID(), killType);
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}
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@@ -254,7 +254,7 @@ void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args)
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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const float forceMultiplier = GeneralUtils::TryParse<float>(args).value();
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const float forceMultiplier = GeneralUtils::TryParse<float>(args).value_or(1.0f);
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
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@@ -356,7 +356,7 @@ void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
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LOG_DEBUG("Skill component not found!");
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return;
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}
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const uint32_t skillId = GeneralUtils::TryParse<uint32_t>(args).value();
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const uint32_t skillId = GeneralUtils::TryParse<uint32_t>(args).value_or(0);
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skillComponent->CastSkill(skillId, targetEntity->GetObjectID());
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}
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