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@ -2,14 +2,10 @@
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#include "SkillComponent.h"
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#include "SkillComponent.h"
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#include "dLogger.h"
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#include "dLogger.h"
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void AgSurvivalBuffStation::OnStartup(Entity* self) {
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Game::logger->Log("AgSurvivalBuffStation", "Spawning survival buff station!\n");
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}
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void AgSurvivalBuffStation::OnRebuildComplete(Entity* self, Entity* target) {
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void AgSurvivalBuffStation::OnRebuildComplete(Entity* self, Entity* target) {
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auto skillComponent = self->GetComponent<SkillComponent>();
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auto skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) return;
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if (skillComponent == nullptr) return;
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skillComponent->CalculateBehavior(201, 1784, self->GetObjectID());
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skillComponent->CalculateBehavior(skillIdForBuffStation, behaviorIdForBuffStation, self->GetObjectID());
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}
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}
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@ -4,6 +4,20 @@
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class AgSurvivalBuffStation : public CppScripts::Script
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class AgSurvivalBuffStation : public CppScripts::Script
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{
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{
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public:
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public:
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void OnStartup(Entity* self) override;
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/**
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* @brief When the rebuild of self is complete, we calculate the behavior that is assigned to self in the database.
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*
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* @param self The Entity that called this script.
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* @param target The target of the self that called this script.
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*/
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void OnRebuildComplete(Entity* self, Entity* target) override;
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void OnRebuildComplete(Entity* self, Entity* target) override;
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private:
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/**
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* Skill ID for the buff station.
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*/
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uint32_t skillIdForBuffStation = 201;
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/**
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* Behavior ID for the buff station.
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*/
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uint32_t behaviorIdForBuffStation = 1784;
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};
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};
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