to improve (broken)

This commit is contained in:
Jett 2021-12-09 21:06:01 +00:00
parent e4de42659e
commit a9dc0e0dac
4 changed files with 28 additions and 9 deletions

View File

@ -775,15 +775,6 @@ void Entity::Initialize()
TriggerEvent("OnCreate");
// so basically unless you leave and reenter the moonbase bubble (not something you can do), the physics effect will not trigger on the client
// one solution of this was change the OnEnter event to a OnCreate event
// but this required changing client files so instead that solution we can bodge
if (m_Trigger && Game::server->GetZoneID() == 1603) {
if (m_Trigger->id == 11) {
TriggerEvent("OnEnter");
}
}
if (m_Character) {
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
auto* characterComponent = GetComponent<CharacterComponent>();

View File

@ -40,6 +40,18 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Com
m_dpEntity = new dpEntity(m_Parent->GetObjectID(), radius, false);
m_dpEntity->SetCollisionGroup(COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_FRIENDLY);
dpWorld::Instance().AddEntity(m_dpEntity);
auto triggers = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_PHANTOM_PHYSICS);
for (auto* trigger : triggers) {
for (const auto* event : trigger->GetTrigger()->events) {
if (event->eventID == "OnEnter") {
if (dpCollisionChecks::AreColliding(trigger->GetComponent<PhantomPhysicsComponent>()->GetdpEntity(), this->m_dpEntity)) {
trigger->TriggerEvent("OnEnter", this->m_Parent);
}
}
}
}
}
}

View File

@ -7,6 +7,8 @@
#include "NiQuaternion.h"
#include "tinyxml2.h"
#include "Component.h"
#include "dpCollisionChecks.h"
#include "PhantomPhysicsComponent.h"
class Entity;
class dpEntity;
@ -218,6 +220,13 @@ public:
*/
bool GetStatic() const { return m_Static; }
/**
* Returns the Physics entity for the component
* @return Physics entity for the component
*/
dpEntity* GetdpEntity() const { return m_dpEntity; }
private:
/**
* The entity that owns this component

View File

@ -110,6 +110,13 @@ public:
*/
void SetEffectType(uint32_t type);
/**
* Returns the Physics entity for the component
* @return Physics entity for the component
*/
dpEntity* GetdpEntity() const { return m_dpEntity; }
/**
* Spawns an object at each of the vertices for debugging purposes
*/