branch back to working state

This commit is contained in:
David Markowitz
2024-02-10 19:23:35 -08:00
parent 790505ba6f
commit 944d3e1bac
9 changed files with 36 additions and 35 deletions

View File

@@ -3,15 +3,15 @@
#include "GameMessages.h"
#include "MovingPlatformComponent.h"
void PropertyPlatform::OnRebuildComplete(Entity* self, Entity* target) {
void PropertyPlatform::OnQuickBuildComplete(Entity* self, Entity* target) {
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS
, static_cast<eMovementPlatformState>(eMovementPlatformState::Waiting | eMovementPlatformState::ReachedDesiredWaypoint | eMovementPlatformState::ReachedFinalWaypoint),
true, 0, 0, 0);
}
void PropertyPlatform::OnUse(Entity* self, Entity* user) {
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
if (rebuildComponent != nullptr && rebuildComponent->GetState() == eRebuildState::COMPLETED) {
auto* rebuildComponent = self->GetComponent<QuickBuildComponent>();
if (rebuildComponent != nullptr && rebuildComponent->GetState() == eQuickBuildState::COMPLETED) {
GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, eMovementPlatformState::Travelling, true, 0,
1, 1);