mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 15:07:28 +00:00
Organize Entity header
Probably the third or fourth pass of this darn header... Just keep making it better every time Rename some functions to make more sense to a reader Use different method for Observing/subscribing to component events Get rid of abomination of overloading GetParentUser
This commit is contained in:
parent
92006123b8
commit
891648288a
@ -55,13 +55,13 @@ void Player::SetSystemAddress(const SystemAddress& value) {
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m_SystemAddress = value;
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}
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void Player::SetRespawnPos(const NiPoint3& position) {
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void Player::SetRespawnPosition(const NiPoint3& position) {
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m_respawnPos = position;
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m_Character->SetRespawnPoint(dZoneManager::Instance()->GetZone()->GetWorldID(), position);
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}
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void Player::SetRespawnRot(const NiQuaternion& rotation) {
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void Player::SetRespawnRotation(const NiQuaternion& rotation) {
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m_respawnRot = rotation;
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}
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@ -44,9 +44,9 @@ public:
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void SetSystemAddress(const SystemAddress& value) override;
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void SetRespawnPos(const NiPoint3& position) override;
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void SetRespawnPosition(const NiPoint3& position) override;
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void SetRespawnRot(const NiQuaternion& rotation) override;
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void SetRespawnRotation(const NiQuaternion& rotation) override;
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void SetGhostReferencePoint(const NiPoint3& value);
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@ -213,7 +213,7 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
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bitStream->Write(armorDamageDealt);
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bitStream->Write(healthDamageDealt);
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bitStream->Write(targetEntity->GetIsDead());
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bitStream->Write(targetEntity->IsDead());
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}
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bitStream->Write(successState);
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@ -148,7 +148,7 @@ void TacArcBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitS
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continue;
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}
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if (entity->GetIsDead()) continue;
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if (entity->IsDead()) continue;
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const auto otherPosition = entity->GetPosition();
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@ -180,7 +180,7 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
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m_SoftTimer -= deltaTime;
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}
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if (m_Disabled || m_ParentEntity->GetIsDead())
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if (m_Disabled || m_ParentEntity->IsDead())
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return;
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bool stunnedThisFrame = m_Stunned;
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CalculateCombat(deltaTime); // Putting this here for now
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@ -692,26 +692,32 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
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Smash(source, eKillType::VIOLENT, u"", skillID);
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}
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void DestroyableComponent::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd) {
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m_SubscribedScripts.insert(std::make_pair(scriptObjId, scriptToAdd));
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Game::logger->LogDebug("DestroyableComponent", "Added script %llu to entity %llu", scriptObjId, m_ParentEntity->GetObjectID());
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void DestroyableComponent::Subscribe(CppScripts::Script* scriptToAdd) {
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auto foundScript = std::find(m_SubscribedScripts.begin(), m_SubscribedScripts.end(), scriptToAdd);
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if (foundScript != m_SubscribedScripts.end()) {
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Game::logger->LogDebug("DestroyableComponent", "WARNING: Tried to add a script for Entity %llu but the script was already subscribed", m_ParentEntity->GetObjectID());
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return;
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}
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m_SubscribedScripts.push_back(scriptToAdd);
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Game::logger->LogDebug("DestroyableComponent", "A script has subscribed to entity %llu", m_ParentEntity->GetObjectID());
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Game::logger->LogDebug("DestroyableComponent", "Number of subscribed scripts %i", m_SubscribedScripts.size());
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}
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void DestroyableComponent::Unsubscribe(LWOOBJID scriptObjId) {
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auto foundScript = m_SubscribedScripts.find(scriptObjId);
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void DestroyableComponent::Unsubscribe(CppScripts::Script* scriptToRemove) {
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auto foundScript = std::find(m_SubscribedScripts.begin(), m_SubscribedScripts.end(), scriptToRemove);
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if (foundScript != m_SubscribedScripts.end()) {
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m_SubscribedScripts.erase(foundScript);
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Game::logger->LogDebug("DestroyableComponent", "Removed script %llu from entity %llu", scriptObjId, m_ParentEntity->GetObjectID());
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} else {
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Game::logger->LogDebug("DestroyableComponent", "Tried to remove a script for Entity %llu but script %llu didnt exist", m_ParentEntity->GetObjectID(), scriptObjId);
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Game::logger->LogDebug("DestroyableComponent", "Unsubscribed a script from entity %llu", m_ParentEntity->GetObjectID());
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Game::logger->LogDebug("DestroyableComponent", "Number of subscribed scripts %i", m_SubscribedScripts.size());
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return;
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}
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Game::logger->LogDebug("DestroyableComponent", "Number of subscribed scripts %i", m_SubscribedScripts.size());
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Game::logger->LogDebug("DestroyableComponent", "WARNING: Tried to remove a script for Entity %llu but the script was not subscribed", m_ParentEntity->GetObjectID());
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}
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void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage) {
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for (auto script : m_SubscribedScripts) {
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script.second->NotifyHitOrHealResult(m_ParentEntity, attacker, damage);
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for (auto* script : m_SubscribedScripts) {
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DluAssert(script != nullptr);
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script->NotifyHitOrHealResult(m_ParentEntity, attacker, damage);
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}
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}
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@ -827,7 +833,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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std::vector<Entity*> scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
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for (Entity* scriptEntity : scriptedActs) {
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if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
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scriptEntity->GetScript()->OnPlayerDied(scriptEntity, m_ParentEntity);
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scriptEntity->GetScript()->OnPlayerDied(scriptEntity, m_ParentEntity);
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}
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}
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}
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@ -447,8 +447,8 @@ public:
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*/
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void NotifySubscribers(Entity* attacker, uint32_t damage);
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void Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd);
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void Unsubscribe(LWOOBJID scriptObjId);
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void Subscribe(CppScripts::Script* scriptToAdd);
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void Unsubscribe(CppScripts::Script* scriptToRemove);
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// handle hardcode mode drops
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void DoHardcoreModeDrops(const LWOOBJID source);
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@ -587,9 +587,9 @@ private:
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std::vector<std::function<void(Entity*)>> m_OnHitCallbacks;
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/**
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* The list of scripts subscribed to this components actions
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* Scripts that are subscribed to this component
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*/
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std::map<LWOOBJID, CppScripts::Script*> m_SubscribedScripts;
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std::vector<CppScripts::Script*> m_SubscribedScripts;
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/**
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* status immunity counters
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@ -366,8 +366,8 @@ void PhantomPhysicsComponent::Update(float deltaTime) {
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if (entity) {
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GameMessages::SendPlayerReachedRespawnCheckpoint(entity, m_RespawnPos, m_RespawnRot);
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entity->SetRespawnPos(m_RespawnPos);
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entity->SetRespawnRot(m_RespawnRot);
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entity->SetRespawnPosition(m_RespawnPos);
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entity->SetRespawnRotation(m_RespawnRot);
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}
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}
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}
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@ -569,31 +569,26 @@ bool Entity::operator!=(const Entity& other) const {
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return !(other.m_ObjectID == m_ObjectID);
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}
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// Move to header
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User* Entity::GetParentUser() const {
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return IsPlayer() ? static_cast<const Player*>(this)->GetParentUser() : nullptr;
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}
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// Move to header
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bool Entity::HasComponent(const eReplicaComponentType componentId) const {
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return m_Components.find(componentId) != m_Components.end();
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}
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// Fine
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void Entity::Subscribe(const LWOOBJID& scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName) {
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void Entity::Subscribe(CppScripts::Script* scriptToAdd, const std::string& notificationName) {
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Game::logger->Log("Entity", "Subscribing a script with notification %s", notificationName.c_str());
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if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
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auto* destroyableComponent = GetComponent<DestroyableComponent>();
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if (!destroyableComponent) return;
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destroyableComponent->Subscribe(scriptObjId, scriptToAdd);
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if (destroyableComponent) destroyableComponent->Subscribe(scriptToAdd);
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}
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}
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// Fine
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void Entity::Unsubscribe(const LWOOBJID& scriptObjId, const std::string& notificationName) {
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void Entity::Unsubscribe(CppScripts::Script* scriptToRemove, const std::string& notificationName) {
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Game::logger->Log("Entity", "Unsubscribing a script with notification %s", notificationName.c_str());
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if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
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auto* destroyableComponent = GetComponent<DestroyableComponent>();
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if (!destroyableComponent) return;
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destroyableComponent->Unsubscribe(scriptObjId);
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if (destroyableComponent) destroyableComponent->Unsubscribe(scriptToRemove);
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}
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}
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@ -857,7 +852,7 @@ void Entity::OnCollisionPhantom(const LWOOBJID otherEntity) {
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}
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}
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if (!other->GetIsDead()) {
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if (!other->IsDead()) {
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auto* combat = GetComponent<BaseCombatAIComponent>();
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if (combat != nullptr) {
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@ -1053,7 +1048,7 @@ void Entity::AddRebuildCompleteCallback(const std::function<void(Entity* user)>&
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if (quickBuildComponent) quickBuildComponent->AddRebuildCompleteCallback(callback);
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}
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bool Entity::GetIsDead() const {
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bool Entity::IsDead() const {
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auto* dest = GetComponent<DestroyableComponent>();
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return dest && dest->GetArmor() == 0 && dest->GetHealth() == 0;
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}
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@ -19,6 +19,10 @@ namespace tinyxml2 {
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class XMLDocument;
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};
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namespace CppScripts {
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class Script;
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};
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class Player;
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class EntityInfo;
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class User;
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@ -37,10 +41,6 @@ enum class eReplicaComponentType : uint32_t;
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enum class eReplicaPacketType : uint8_t;
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enum class eCinematicEvent : uint32_t;
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namespace CppScripts {
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class Script;
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};
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/**
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* An entity in the world.
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* Entities are composed of components which define their behavior.
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@ -58,8 +58,15 @@ public:
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void ApplyComponentWhitelist(TemplateComponents& components) const;
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static const std::vector<ComponentWhitelist>& GetComponentWhitelists() { return m_ComponentWhitelists; }
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// There are some very very edge cases we need to take care of with what components
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// are kept and removed. Here is where we take care of those cases.
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/**
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* Functions used for creating and setting up an Entity.
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*/
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void Initialize();
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/**
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* There are some very very edge cases we need to take care of with what components
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* are kept and removed. Here is where we take care of those cases.
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*/
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void ApplyComponentBlacklist(TemplateComponents& components) const;
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// For adding and removing components based on LDF keys
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@ -68,84 +75,100 @@ public:
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// Paths have several components they could add. This function will add them.
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void AddPathComponent(TemplateComponents& components) const;
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/**
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* Determines if we should ghost an Entity or not.
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* Ghosting means we no longer serialize it to a specific player because it is out of range.
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*/
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void IsGhosted();
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virtual void Initialize();
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bool operator==(const Entity& other) const;
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bool operator!=(const Entity& other) const;
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/**
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* Getters
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*/
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Character* GetCharacter() const { return m_Character; }
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void SetCharacter(Character* value) { m_Character = value; }
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// General Entity info
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const LWOOBJID GetObjectID() const { return m_ObjectID; }
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const LOT GetLOT() const { return m_TemplateID; }
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eGameMasterLevel GetGMLevel() const { return m_GMLevel; }
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void SetGMLevel(const eGameMasterLevel value);
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Entity* GetParentEntity() const { return m_ParentEntity; }
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const std::vector<std::string>& GetGroups() { return m_Groups; };
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void SetGroups(const std::vector<std::string>& value) { m_Groups = value; }
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Spawner* GetSpawner() const { return m_Spawner; }
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LWOOBJID GetSpawnerID() const { return m_SpawnerID; }
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const std::vector<LDFBaseData*>& GetSettings() const { return m_Settings; }
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const std::vector<LDFBaseData*>& GetNetworkSettings() const { return m_NetworkSettings; }
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bool GetIsDead() const;
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bool GetPlayerReadyForUpdates() const { return m_PlayerIsReadyForUpdates; }
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void SetPlayerReadyForUpdates() { m_PlayerIsReadyForUpdates = true; }
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const bool GetIsGhostingCandidate() const { return m_IsGhostingCandidate; }
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const int8_t GetObservers() const { return m_Observers; }
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void SetObservers(const int8_t value);
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const uint16_t GetNetworkId() const { return m_NetworkID; }
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void SetNetworkId(const uint16_t id) { m_NetworkID = id; }
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const float GetDefaultScale() const { return m_Scale; }
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Entity* GetOwner() const;
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void SetOwnerOverride(const LWOOBJID& value) { m_OwnerOverride = value; };
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// Position related info
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const NiPoint3& GetDefaultPosition() const { return m_DefaultPosition; };
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const NiQuaternion& GetDefaultRotation() const { return m_DefaultRotation; };
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const float GetDefaultScale() const { return m_Scale; }
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const NiPoint3& GetPosition() const;
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void SetPosition(const NiPoint3& position);
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const NiQuaternion& GetRotation() const;
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void SetRotation(const NiQuaternion& rotation);
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virtual User* GetParentUser() const;
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// Spawner related info
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Spawner* GetSpawner() const { return m_Spawner; }
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LWOOBJID GetSpawnerID() const { return m_SpawnerID; }
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const std::vector<std::string>& GetGroups() { return m_Groups; };
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void SetGroups(const std::vector<std::string>& value) { m_Groups = value; }
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// LDF related into
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const std::vector<LDFBaseData*>& GetSettings() const { return m_Settings; }
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const std::vector<LDFBaseData*>& GetNetworkSettings() const { return m_NetworkSettings; }
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// Networking related info
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const int8_t GetObservers() const { return m_Observers; }
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void SetObservers(const int8_t value);
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const uint16_t GetNetworkId() const { return m_NetworkID; }
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void SetNetworkId(const uint16_t id) { m_NetworkID = id; }
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// Player extended info
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virtual User* GetParentUser() const { return nullptr; };
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virtual const SystemAddress GetSystemAddress() const { return UNASSIGNED_SYSTEM_ADDRESS; };
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virtual void SetRespawnPos(const NiPoint3& position) {};
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virtual void SetRespawnPosition(const NiPoint3& position) {};
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virtual void SetRespawnRot(const NiQuaternion& rotation) {};
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virtual void SetRespawnRotation(const NiQuaternion& rotation) {};
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virtual void SetSystemAddress(const SystemAddress& value) {};
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/**
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* Component management
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*/
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eGameMasterLevel GetGMLevel() const { return m_GMLevel; }
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void SetGMLevel(const eGameMasterLevel value);
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bool GetPlayerReadyForUpdates() const { return m_PlayerIsReadyForUpdates; }
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void SetPlayerReadyForUpdates() { m_PlayerIsReadyForUpdates = true; }
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Character* GetCharacter() const { return m_Character; }
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void SetCharacter(Character* value) { m_Character = value; }
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// End info
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bool IsDead() const;
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// If you are calling this, then calling GetComponent<T>, just call GetComponent<T> and check for nullptr.
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bool HasComponent(const eReplicaComponentType componentId) const;
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void Subscribe(const LWOOBJID& scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName);
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void Unsubscribe(const LWOOBJID& scriptObjId, const std::string& notificationName);
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/**
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* Call these when you want to observe events. Observed events should follow the following naming convention
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* in scripts Notify<NotificationName>. For example, if you want to observe the "OnDeath" event, you would call
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* entity->Subscribe(script, "OnDeath"). Then in your script, you would have a function called NotifyOnDeath.
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*/
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void Subscribe(CppScripts::Script* scriptToAdd, const std::string& notificationName);
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/**
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* Call this when you want to stop observing an event. The scriptToRemove will
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* no longer be notified of notificationName events
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*/
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void Unsubscribe(CppScripts::Script* scriptToRemove, const std::string& notificationName);
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// ### STOPPED HERE ###
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void SetProximityRadius(const float proxRadius, const std::string& name);
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void SetProximityRadius(dpEntity* entity, const std::string& name);
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@ -143,7 +143,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
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}
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//Kill player if health == 0
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if (entity->GetIsDead()) {
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if (entity->IsDead()) {
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entity->Smash(entity->GetObjectID());
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}
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@ -16,7 +16,7 @@ void BaseEnemyApe::OnStartup(Entity* self) {
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void BaseEnemyApe::OnDie(Entity* self, Entity* killer) {
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auto* anchor = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"QB"));
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if (anchor != nullptr && !anchor->GetIsDead()) {
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if (anchor != nullptr && !anchor->IsDead()) {
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anchor->Smash(self->GetObjectID(), eKillType::SILENT);
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}
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}
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@ -152,13 +152,13 @@ void AmSkullkinDrill::FreezePlayer(Entity* self, Entity* player, bool bFreeze) {
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auto StateChangeType = eStateChangeType::POP;
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if (bFreeze) {
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if (player->GetIsDead()) {
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if (player->IsDead()) {
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return;
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}
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StateChangeType = eStateChangeType::PUSH;
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} else {
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if (player->GetIsDead()) {
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if (player->IsDead()) {
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//
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}
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}
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@ -54,7 +54,7 @@ void AgSurvivalBuffStation::OnTimerDone(Entity* self, std::string timerName) {
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auto team = self->GetVar<std::vector<LWOOBJID>>(u"BuilderTeam");
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for (auto memberID : team) {
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auto member = EntityManager::Instance()->GetEntity(memberID);
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||||
if (member != nullptr && !member->GetIsDead()) {
|
||||
if (member != nullptr && !member->IsDead()) {
|
||||
GameMessages::SendDropClientLoot(member, self->GetObjectID(), powerupToDrop, 0, self->GetPosition());
|
||||
} else {
|
||||
// If player left the team or left early erase them from the team variable.
|
||||
|
@ -312,7 +312,7 @@ bool BaseSurvivalServer::CheckAllPlayersDead() {
|
||||
|
||||
for (const auto& playerID : state.players) {
|
||||
auto* player = EntityManager::Instance()->GetEntity(playerID);
|
||||
if (player == nullptr || player->GetIsDead()) {
|
||||
if (player == nullptr || player->IsDead()) {
|
||||
deadPlayers++;
|
||||
}
|
||||
}
|
||||
|
@ -310,7 +310,7 @@ bool BaseWavesServer::CheckAllPlayersDead() {
|
||||
|
||||
for (const auto& playerID : state.players) {
|
||||
auto* player = EntityManager::Instance()->GetEntity(playerID);
|
||||
if (player == nullptr || player->GetIsDead()) {
|
||||
if (player == nullptr || player->IsDead()) {
|
||||
deadPlayers++;
|
||||
}
|
||||
}
|
||||
@ -430,7 +430,7 @@ void BaseWavesServer::SpawnWave(Entity* self) {
|
||||
|
||||
for (const auto& playerID : state.players) {
|
||||
auto* player = EntityManager::Instance()->GetEntity(playerID);
|
||||
if (player && player->GetIsDead()) {
|
||||
if (player && player->IsDead()) {
|
||||
player->Resurrect();
|
||||
}
|
||||
}
|
||||
@ -500,7 +500,7 @@ bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint3
|
||||
|
||||
for (const auto& playerID : state.players) {
|
||||
auto* player = EntityManager::Instance()->GetEntity(playerID);
|
||||
if (player != nullptr && !player->GetIsDead()) {
|
||||
if (player != nullptr && !player->IsDead()) {
|
||||
SetActivityValue(self, playerID, 1, currentTime);
|
||||
SetActivityValue(self, playerID, 2, state.waveNumber);
|
||||
|
||||
|
@ -4,7 +4,7 @@
|
||||
#include "SkillComponent.h"
|
||||
|
||||
void CoilBackpackBase::OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) {
|
||||
itemOwner->Subscribe(itemObjId, this, "HitOrHealResult");
|
||||
itemOwner->Subscribe(this, "HitOrHealResult");
|
||||
itemOwner->SetVar<uint8_t>(u"coilCount", 0);
|
||||
}
|
||||
|
||||
@ -21,5 +21,5 @@ void CoilBackpackBase::NotifyHitOrHealResult(Entity* self, Entity* attacker, int
|
||||
}
|
||||
|
||||
void CoilBackpackBase::OnFactionTriggerItemUnequipped(Entity* itemOwner, LWOOBJID itemObjId) {
|
||||
itemOwner->Unsubscribe(itemObjId, "HitOrHealResult");
|
||||
itemOwner->Unsubscribe(this, "HitOrHealResult");
|
||||
}
|
||||
|
@ -3,7 +3,7 @@
|
||||
#include "Entity.h"
|
||||
|
||||
void ActPlayerDeathTrigger::OnCollisionPhantom(Entity* self, Entity* target) {
|
||||
if (!target->IsPlayer() || target->GetIsDead() || !target->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
|
||||
if (!target->IsPlayer() || target->IsDead() || !target->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
|
||||
|
||||
target->Smash(self->GetObjectID(), eKillType::SILENT);
|
||||
}
|
||||
|
@ -11,7 +11,7 @@ void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity* self, Entity* sen
|
||||
|
||||
missionComponent->Progress(eMissionTaskType::SCRIPT, 8419);
|
||||
|
||||
if (sender->GetIsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
|
||||
if (sender->IsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
|
||||
|
||||
if (sender->GetCharacter()) {
|
||||
sender->Smash(self->GetObjectID(), eKillType::VIOLENT, u"big-shark-death");
|
||||
|
@ -2,7 +2,7 @@
|
||||
#include "Entity.h"
|
||||
|
||||
void AgShipPlayerDeathTrigger::OnCollisionPhantom(Entity* self, Entity* target) {
|
||||
if (target->GetLOT() == 1 && !target->GetIsDead()) {
|
||||
if (target->GetLOT() == 1 && !target->IsDead()) {
|
||||
target->Smash(self->GetObjectID(), eKillType::VIOLENT, u"electro-shock-death");
|
||||
}
|
||||
}
|
||||
|
@ -28,7 +28,7 @@ void TriggerGas::OnTimerDone(Entity* self, std::string timerName) {
|
||||
if (timerName != this->m_TimerName) return;
|
||||
auto players = self->GetVar<std::vector<Entity*>>(u"players");
|
||||
for (auto player : players) {
|
||||
if (player->GetIsDead() || !player){
|
||||
if (player->IsDead() || !player){
|
||||
auto position = std::find(players.begin(), players.end(), player);
|
||||
if (position != players.end()) players.erase(position);
|
||||
continue;
|
||||
|
@ -45,7 +45,7 @@ void PetDigBuild::OnDie(Entity* self, Entity* killer) {
|
||||
return;
|
||||
|
||||
// If the quick build expired and the treasure was not collected, hide the treasure
|
||||
if (!treasure->GetIsDead()) {
|
||||
if (!treasure->IsDead()) {
|
||||
treasure->Smash(self->GetObjectID(), eKillType::SILENT);
|
||||
}
|
||||
}
|
||||
|
@ -27,7 +27,7 @@ void NsConcertInstrument::OnRebuildNotifyState(Entity* self, eRebuildState state
|
||||
}
|
||||
|
||||
void NsConcertInstrument::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
if (!target->GetIsDead()) {
|
||||
if (!target->IsDead()) {
|
||||
self->SetVar<LWOOBJID>(u"activePlayer", target->GetObjectID());
|
||||
|
||||
self->AddCallbackTimer(0.2f, [self, target]() {
|
||||
|
Loading…
Reference in New Issue
Block a user