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Optimize scripts for faster compilation (#597)
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
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@@ -1,7 +1,6 @@
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#include "TriggerAmbush.h"
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#include "dZoneManager.h"
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#include "EntityManager.h"
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void TriggerAmbush::OnStartup(Entity* self)
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{
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@@ -11,21 +10,15 @@ void TriggerAmbush::OnStartup(Entity* self)
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void TriggerAmbush::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
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{
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if (name != "ambush" || status != "ENTER" || !entering->IsPlayer()) return;
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Game::logger->Log("TriggerAmbush", "Got ambush collision!\n");
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if (self->GetVar<bool>(u"triggered")) return;
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self->SetVar(u"triggered", true);
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Game::logger->Log("TriggerAmbush", "Triggering ambush!\n");
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const auto spawners = dZoneManager::Instance()->GetSpawnersByName("Ambush");
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for (auto* spawner : spawners)
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{
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Game::logger->Log("TriggerAmbush", "Triggering ambush on spawner!\n");
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spawner->Activate();
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}
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