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Merge pull request #393 from EmosewaMC/DragonQBFix
Implemented a script that spawns a Golem Quick Build on Crux Prime dragons when they reach zero armor
This commit is contained in:
commit
58c6429209
164
dScripts/AmDarklingDragon.cpp
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164
dScripts/AmDarklingDragon.cpp
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#include "AmDarklingDragon.h"
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#include "BaseCombatAIComponent.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "SkillComponent.h"
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#include "BaseCombatAIComponent.h"
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void AmDarklingDragon::OnStartup(Entity* self) {
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self->SetVar<int32_t>(u"weakspot", 0);
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (baseCombatAIComponent != nullptr) {
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baseCombatAIComponent->SetStunImmune(true);
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}
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}
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void AmDarklingDragon::OnDie(Entity* self, Entity* killer) {
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if (self->GetVar<bool>(u"bDied")) {
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return;
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}
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self->SetVar<bool>(u"bDied", true);
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auto golemId = self->GetVar<LWOOBJID>(u"Golem");
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auto* golem = EntityManager::Instance()->GetEntity(golemId);
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if (golem != nullptr) {
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golem->Smash(self->GetObjectID());
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}
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}
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void AmDarklingDragon::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
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GameMessages::SendPlayFXEffect(self, -1, u"gothit", "", LWOOBJID_EMPTY, 1, 1, true);
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if (true) {
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auto weakpoint = self->GetVar<int32_t>(u"weakspot");
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if (weakpoint == 1)
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{
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self->Smash(attacker->GetObjectID());
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}
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}
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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Game::logger->Log("AmDarklingDragon", "Armor is %i\n", destroyableComponent->GetArmor());
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if (destroyableComponent->GetArmor() > 0) return;
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auto weakpoint = self->GetVar<int32_t>(u"weakpoint");
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if (weakpoint == 0) {
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Game::logger->Log("AmDarklingDragon", "Activating weakpoint\n");
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self->AddTimer("ReviveTimer", 12);
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (baseCombatAIComponent != nullptr) {
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baseCombatAIComponent->SetDisabled(true);
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baseCombatAIComponent->SetStunned(true);
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}
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if (skillComponent != nullptr) {
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skillComponent->Interrupt();
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}
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self->SetVar<int32_t>(u"weakpoint", 2);
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GameMessages::SendPlayAnimation(self, u"stunstart", 1.7f);
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self->AddTimer("timeToStunLoop", 1);
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auto position = self->GetPosition();
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auto forward = self->GetRotation().GetForwardVector();
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auto backwards = forward * -1;
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forward.x *= 10;
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forward.z *= 10;
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auto rotation = self->GetRotation();
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auto objectPosition = NiPoint3();
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objectPosition.y = position.y;
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objectPosition.x = position.x - (backwards.x * 8);
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objectPosition.z = position.z - (backwards.z * 8);
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auto golem = self->GetVar<int32_t>(u"DragonSmashingGolem");
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EntityInfo info {};
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info.lot = golem != 0 ? golem : 8340;
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info.pos = objectPosition;
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info.rot = rotation;
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info.spawnerID = self->GetObjectID();
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info.settings = {
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new LDFData<std::string>(u"rebuild_activators",
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std::to_string(objectPosition.x + forward.x) + "\x1f" +
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std::to_string(objectPosition.y) + "\x1f" +
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std::to_string(objectPosition.z + forward.z)
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),
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new LDFData<int32_t>(u"respawn", 100000),
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new LDFData<float>(u"rebuild_reset_time", 15),
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new LDFData<bool>(u"no_timed_spawn", true),
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new LDFData<LWOOBJID>(u"Dragon", self->GetObjectID())
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};
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auto* golemObject = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(golemObject);
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}
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}
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}
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void AmDarklingDragon::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "ReviveHeldTimer") {
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self->AddTimer("backToAttack", 2.5);
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}
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else if (timerName == "ExposeWeakSpotTimer") {
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self->SetVar<int32_t>(u"weakspot", 1);
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}
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else if (timerName == "timeToStunLoop") {
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GameMessages::SendPlayAnimation(self, u"stunloop", 1.8f);
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}
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else if (timerName == "ReviveTimer") {
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GameMessages::SendPlayAnimation(self, u"stunend", 2.0f);
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self->AddTimer("backToAttack", 1);
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}
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else if (timerName == "backToAttack") {
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (baseCombatAIComponent != nullptr)
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{
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baseCombatAIComponent->SetDisabled(false);
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baseCombatAIComponent->SetStunned(false);
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}
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if (skillComponent != nullptr)
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{
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skillComponent->Interrupt();
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}
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self->SetVar<int32_t>(u"weakspot", -1);
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GameMessages::SendNotifyObject(self->GetObjectID(), self->GetObjectID(), u"DragonRevive", UNASSIGNED_SYSTEM_ADDRESS);
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}
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}
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void AmDarklingDragon::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
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if (args != "rebuildDone") return;
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self->AddTimer("ExposeWeakSpotTimer", 3.8f);
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self->CancelTimer("ReviveTimer");
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self->AddTimer("ReviveHeldTimer", 10.5f);
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self->SetVar<LWOOBJID>(u"Golem", sender->GetObjectID());
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GameMessages::SendPlayAnimation(self, u"quickbuildhold", 1.9f);
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}
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48
dScripts/AmDarklingDragon.h
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48
dScripts/AmDarklingDragon.h
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#pragma once
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#include "CppScripts.h"
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class AmDarklingDragon : public CppScripts::Script
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{
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public:
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/**
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* @brief When called, this function will make self immune to stuns and initialize a weakspot boolean to false.
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*
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* @param self The Entity that called this function.
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*/
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void OnStartup(Entity* self) override;
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/**
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* @brief When called, this function will destroy the golem if it was alive, otherwise returns immediately.
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*
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* @param self The Entity that called this function.
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* @param killer The Entity that killed self.
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*/
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void OnDie(Entity* self, Entity* killer) override;
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/**
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* @brief When self is hit or healed, this function will check if self is at zero armor. If self is at zero armor, a golem Entity Quick Build
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* is spawned that, when built, will reveal a weakpoint on the dragon that if hit will smash the dragon instantly. If at more than zero armor,
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* this function returns early.
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*
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* @param self The Entity that was hit.
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* @param attacker The Entity that attacked self.
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* @param damage The amount of damage attacker did to self.
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*/
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void OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) override;
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/**
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* @brief Called when self has a timer that ended.
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*
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* @param self The Entity who owns a timer that finished.
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* @param timerName The name of a timer attacked to self that has ended.
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*/
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void OnTimerDone(Entity* self, std::string timerName) override;
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/**
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* @brief When the Client has finished rebuilding the Golem for the dragon, this function exposes the weak spot for a set amount of time.
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*
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* @param self The Entity that called this script.
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* @param sender The Entity that sent a fired event.
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* @param args The argument that tells us what event has been fired off.
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* @param param1 Unused in this script.
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* @param param2 Unused in this script.
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* @param param3 Unused in this script.
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*/
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void OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2, int32_t param3) override;
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};
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#include "AmNamedDarklingDragon.h"
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#include "BaseCombatAIComponent.h"
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void AmNamedDarklingDragon::OnStartup(Entity* self)
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{
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (baseCombatAIComponent != nullptr)
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{
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baseCombatAIComponent->SetStunImmune(true);
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}
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}
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#pragma once
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#include "CppScripts.h"
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class AmNamedDarklingDragon : public CppScripts::Script
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{
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public:
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void OnStartup(Entity* self) override;
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};
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#include "AmSkullkinDrill.h"
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#include "AmSkullkinDrillStand.h"
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#include "AmSkullkinTower.h"
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#include "AmNamedDarklingDragon.h"
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#include "AmDarklingDragon.h"
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#include "AmBlueX.h"
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// NJ Scripts
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@ -687,11 +687,10 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
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script = new AmSkullkinDrillStand();
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else if (scriptName == "scripts\\02_server\\Map\\AM\\L_SKULLKIN_TOWER.lua")
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script = new AmSkullkinTower();
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// This just makes them immune to stuns. TODO: Make seperate scripts
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else if (scriptName == "scripts\\02_server\\Enemy\\AM\\L_AM_NAMED_DARKLING_DRAGON.lua")
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script = new AmNamedDarklingDragon();
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script = new AmDarklingDragon();
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else if (scriptName == "scripts\\02_server\\Enemy\\AM\\L_AM_DARKLING_DRAGON.lua")
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script = new AmNamedDarklingDragon();
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script = new AmDarklingDragon();
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else if (scriptName == "scripts\\02_server\\Enemy\\AM\\L_AM_DARKLING_APE.lua")
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script = new BaseEnemyApe();
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else if (scriptName == "scripts\\02_server\\Map\\AM\\L_BLUE_X.lua")
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