refactor: removed hardcoded ag laser logic (#1079)

* Removed hardcoded laser logic

* Address feedback
This commit is contained in:
Aaron Kimbrell
2023-05-13 18:21:17 -05:00
committed by GitHub
parent 2117a18d62
commit 9708ea28dc
4 changed files with 30 additions and 65 deletions

View File

@@ -1,20 +1,17 @@
#include "AgMonumentLaserServer.h"
#include "EntityManager.h"
void AgMonumentLaserServer::OnStartup(Entity* self) {
/*
self->SetProximityRadius(m_Radius, "MonumentLaser");
std::cout << "Monument Laser " << self->GetObjectID() << " is at " << self->GetPosition().GetX()
<< ","<< self->GetPosition().GetY() << "," << self->GetPosition().GetZ() << std::endl;
*/
}
void AgMonumentLaserServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
/*
if (status == "ENTER") {
std::cout << "Monument laser ID: " << self->GetObjectID() << std::endl;
auto lasers = EntityManager::Instance()->GetEntitiesInGroup(self->GetVarAsString(u"volGroup"));
for (auto laser : lasers) {
if (laser) laser->SetBoolean(u"active", true);
}
}
void AgMonumentLaserServer::OnDie(Entity* self, Entity* killer) {
auto lasers = EntityManager::Instance()->GetEntitiesInGroup(self->GetVarAsString(u"volGroup"));
for (auto laser : lasers) {
if (laser) laser->SetBoolean(u"active", false);
}
*/
}