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https://github.com/DarkflameUniverse/DarkflameServer.git
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Split out LUTriggers into it's own component (#986)
* Split out LUTriggers into it's own component * some cleanup * fix debug log * use emplace and tryParse * slight refactor to make the work on startup rather than at runtime Also TODO's for getting targets via all the possible methods * address feedback
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@@ -18,9 +18,6 @@ namespace Loot {
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namespace tinyxml2 {
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class XMLDocument;
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};
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namespace LUTriggers {
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struct Trigger;
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};
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class Player;
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class EntityInfo;
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@@ -33,6 +30,7 @@ class Component;
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class Item;
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class Character;
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class EntityCallbackTimer;
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enum class eTriggerEventType;
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namespace CppScripts {
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class Script;
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@@ -67,8 +65,6 @@ public:
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Entity* GetParentEntity() const { return m_ParentEntity; }
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LUTriggers::Trigger* GetTrigger() const { return m_Trigger; }
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std::vector<std::string>& GetGroups() { return m_Groups; };
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Spawner* GetSpawner() const { return m_Spawner; }
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@@ -221,9 +217,8 @@ public:
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void RegisterCoinDrop(uint64_t count);
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void ScheduleKillAfterUpdate(Entity* murderer = nullptr);
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void TriggerEvent(std::string eveneventtID, Entity* optionalTarget = nullptr);
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void TriggerEvent(eTriggerEventType event, Entity* optionalTarget = nullptr);
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void ScheduleDestructionAfterUpdate() { m_ShouldDestroyAfterUpdate = true; }
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void HandleTriggerCommand(std::string id, std::string target, std::string targetName, std::string args, Entity* optionalTarget);
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virtual NiPoint3 GetRespawnPosition() const { return NiPoint3::ZERO; }
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virtual NiQuaternion GetRespawnRotation() const { return NiQuaternion::IDENTITY; }
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@@ -308,8 +303,6 @@ protected:
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bool m_HasSpawnerNodeID;
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uint32_t m_SpawnerNodeID;
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LUTriggers::Trigger* m_Trigger;
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Character* m_Character;
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Entity* m_ParentEntity; //For spawners and the like
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