mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-23 07:48:08 +00:00
Move to shared pointer
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@@ -196,7 +196,7 @@ void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string arg
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}
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void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args){
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auto* triggerComponent = targetEntity->GetComponent<TriggerComponent>();
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auto triggerComponent = targetEntity->GetComponent<TriggerComponent>();
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if (!triggerComponent) {
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Game::logger->LogDebug("TriggerComponent::HandleToggleTrigger", "Trigger component not found!");
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return;
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@@ -205,7 +205,7 @@ void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string arg
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}
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void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args){
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auto* rebuildComponent = targetEntity->GetComponent<RebuildComponent>();
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auto rebuildComponent = targetEntity->GetComponent<RebuildComponent>();
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if (!rebuildComponent) {
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Game::logger->LogDebug("TriggerComponent::HandleResetRebuild", "Rebuild component not found!");
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return;
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@@ -237,7 +237,7 @@ void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std:
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void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() < 3) return;
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auto* phantomPhysicsComponent = m_OwningEntity->GetComponent<PhantomPhysicsComponent>();
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auto phantomPhysicsComponent = m_OwningEntity->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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Game::logger->LogDebug("TriggerComponent::HandlePushObject", "Phantom Physics component not found!");
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return;
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@@ -254,7 +254,7 @@ void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::s
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void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args){
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auto* phantomPhysicsComponent = m_OwningEntity->GetComponent<PhantomPhysicsComponent>();
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auto phantomPhysicsComponent = m_OwningEntity->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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Game::logger->LogDebug("TriggerComponent::HandleRepelObject", "Phantom Physics component not found!");
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return;
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@@ -334,7 +334,7 @@ void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std
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// If others need to be implemented for modding
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// then we need a good way to convert this from a string to that enum
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if (argArray.at(0) != "exploretask") return;
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MissionComponent* missionComponent = targetEntity->GetComponent<MissionComponent>();
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auto missionComponent = targetEntity->GetComponent<MissionComponent>();
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if (!missionComponent){
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Game::logger->LogDebug("TriggerComponent::HandleUpdateMission", "Mission component not found!");
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return;
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@@ -353,7 +353,7 @@ void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::s
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}
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void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
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auto* skillComponent = targetEntity->GetComponent<SkillComponent>();
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auto skillComponent = targetEntity->GetComponent<SkillComponent>();
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if (!skillComponent) {
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Game::logger->LogDebug("TriggerComponent::HandleCastSkill", "Skill component not found!");
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return;
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@@ -364,7 +364,7 @@ void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
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}
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void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray) {
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auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
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auto phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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Game::logger->LogDebug("TriggerComponent::HandleSetPhysicsVolumeEffect", "Phantom Physics component not found!");
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return;
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@@ -399,7 +399,7 @@ void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::v
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}
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void TriggerComponent::HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args) {
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auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
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auto phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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Game::logger->LogDebug("TriggerComponent::HandleSetPhysicsVolumeEffect", "Phantom Physics component not found!");
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return;
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