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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
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@@ -11,7 +11,7 @@ void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity* self, Entity* sen
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missionComponent->Progress(eMissionTaskType::SCRIPT, 8419);
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if (sender->GetIsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
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if (sender->IsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
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if (sender->GetCharacter()) {
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sender->Smash(self->GetObjectID(), eKillType::VIOLENT, u"big-shark-death");
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@@ -2,7 +2,7 @@
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#include "Entity.h"
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void AgShipPlayerDeathTrigger::OnCollisionPhantom(Entity* self, Entity* target) {
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if (target->GetLOT() == 1 && !target->GetIsDead()) {
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if (target->GetLOT() == 1 && !target->IsDead()) {
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target->Smash(self->GetObjectID(), eKillType::VIOLENT, u"electro-shock-death");
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}
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}
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