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https://github.com/DarkflameUniverse/DarkflameServer.git
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remove unused headers
comment about how controllable physics is the correct way to do this right now they have moving plat comps, and that is not correct
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67ec10ac0d
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@ -4,6 +4,4 @@
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class LupGenericInteract : public CppScripts::Script {
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class LupGenericInteract : public CppScripts::Script {
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public:
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public:
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void OnUse(Entity* self, Entity* user) override;
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void OnUse(Entity* self, Entity* user) override;
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private:
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const uint32_t frakjawChestId = 16486;
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};
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};
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@ -1,12 +1,8 @@
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#include "WblRobotCitizen.h"
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#include "WblRobotCitizen.h"
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#include "GameMessages.h"
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#include "GameMessages.h"
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#include "MovingPlatformComponent.h"
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#include "dLogger.h"
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void WblRobotCitizen::OnStartup(Entity* self) {
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void WblRobotCitizen::OnStartup(Entity* self) {
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auto movingPlatformComponent = self->GetComponent<MovingPlatformComponent>();
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// TODO: make it move via controllable physics
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if (movingPlatformComponent) movingPlatformComponent->StartPathing();
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}
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}
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void WblRobotCitizen::OnUse(Entity* self, Entity* user) {
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void WblRobotCitizen::OnUse(Entity* self, Entity* user) {
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@ -19,6 +15,5 @@ void WblRobotCitizen::OnUse(Entity* self, Entity* user) {
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}
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}
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void WblRobotCitizen::OnTimerDone(Entity* self, std::string timerName) {
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void WblRobotCitizen::OnTimerDone(Entity* self, std::string timerName) {
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auto movingPlatformComponent = self->GetComponent<MovingPlatformComponent>();
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// TODO: make it move via controllable physics
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if (movingPlatformComponent) movingPlatformComponent->ContinuePathing();
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}
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}
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