mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 17:54:01 +00:00
Remove inlines
Clean up macros more tomorrow Cleanup and optimize CDActivities table Remove unused include Further work on CDActivityRewards Update MasterServer.cpp Further animations work Activities still needs work for a better PK. fix type All of these replacements worked Create internal interface for animations Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
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@@ -14,6 +14,7 @@
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#include "GameMessages.h"
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#include "SkillComponent.h"
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#include "eReplicaComponentType.h"
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#include "RenderComponent.h"
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#include <vector>
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@@ -695,11 +696,11 @@ float BossSpiderQueenEnemyServer::PlayAnimAndReturnTime(Entity* self, const std:
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//TODO: Get the actual animation time
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// Get the anim time
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float animTimer = defaultAnimPause; //self:GetAnimationTime{animationID = animID}.time
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float animTimer = RenderComponent::GetAnimationTime(self, animID);
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// If we have an animation play it
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if (animTimer > 0) {
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GameMessages::SendPlayAnimation(self, animID);
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animTimer = RenderComponent::PlayAnimation(self, animID);
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}
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// If the anim time is less than the the default time use default
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@@ -7,6 +7,7 @@
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#include "BaseCombatAIComponent.h"
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#include "EntityInfo.h"
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#include "eAninmationFlags.h"
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#include "RenderComponent.h"
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void AmDarklingDragon::OnStartup(Entity* self) {
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self->SetVar<int32_t>(u"weakspot", 0);
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@@ -70,9 +71,9 @@ void AmDarklingDragon::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t
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self->SetVar<int32_t>(u"weakpoint", 2);
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GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_NONE, eAnimationFlags::IDLE_COMBAT, UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendPlayAnimation(self, u"stunstart", 1.7f);
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float animationTime = RenderComponent::PlayAnimation(self, u"stunstart", 1.7f);
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self->AddTimer("timeToStunLoop", 1);
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self->AddTimer("timeToStunLoop", animationTime);
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auto position = self->GetPosition();
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auto forward = self->GetRotation().GetForwardVector();
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@@ -121,9 +122,9 @@ void AmDarklingDragon::OnTimerDone(Entity* self, std::string timerName) {
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} else if (timerName == "ExposeWeakSpotTimer") {
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self->SetVar<int32_t>(u"weakspot", 1);
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} else if (timerName == "timeToStunLoop") {
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GameMessages::SendPlayAnimation(self, u"stunloop", 1.8f);
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RenderComponent::PlayAnimation(self, u"stunloop", 1.8f);
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} else if (timerName == "ReviveTimer") {
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GameMessages::SendPlayAnimation(self, u"stunend", 2.0f);
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RenderComponent::PlayAnimation(self, u"stunend", 2.0f);
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self->AddTimer("backToAttack", 1);
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} else if (timerName == "backToAttack") {
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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@@ -153,5 +154,5 @@ void AmDarklingDragon::OnFireEventServerSide(Entity* self, Entity* sender, std::
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self->SetVar<LWOOBJID>(u"Golem", sender->GetObjectID());
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GameMessages::SendPlayAnimation(self, u"quickbuildhold", 1.9f);
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RenderComponent::PlayAnimation(self, u"quickbuildhold", 1.9f);
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}
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@@ -5,6 +5,7 @@
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#include "DestroyableComponent.h"
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#include "eAninmationFlags.h"
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#include "EntityInfo.h"
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#include "RenderComponent.h"
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void FvMaelstromDragon::OnStartup(Entity* self) {
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self->SetVar<int32_t>(u"weakspot", 0);
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@@ -86,9 +87,9 @@ void FvMaelstromDragon::OnHitOrHealResult(Entity* self, Entity* attacker, int32_
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self->SetVar<int32_t>(u"weakpoint", 2);
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GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_NONE, eAnimationFlags::IDLE_COMBAT, UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendPlayAnimation(self, u"stunstart", 1.7f);
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RenderComponent::PlayAnimation(self, u"stunstart", 1.7f);
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self->AddTimer("timeToStunLoop", 1);
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self->AddTimer("timeToStunLoop", 1.0f);
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auto position = self->GetPosition();
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auto forward = self->GetRotation().GetForwardVector();
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@@ -137,10 +138,10 @@ void FvMaelstromDragon::OnTimerDone(Entity* self, std::string timerName) {
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} else if (timerName == "ExposeWeakSpotTimer") {
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self->SetVar<int32_t>(u"weakspot", 1);
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} else if (timerName == "timeToStunLoop") {
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GameMessages::SendPlayAnimation(self, u"stunloop", 1.8f);
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RenderComponent::PlayAnimation(self, u"stunloop", 1.8f);
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} else if (timerName == "ReviveTimer") {
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GameMessages::SendPlayAnimation(self, u"stunend", 2.0f);
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self->AddTimer("backToAttack", 1);
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RenderComponent::PlayAnimation(self, u"stunend", 2.0f);
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self->AddTimer("backToAttack", 1.0f);
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} else if (timerName == "backToAttack") {
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auto* baseCombatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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auto* skillComponent = self->GetComponent<SkillComponent>();
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@@ -174,5 +175,5 @@ FvMaelstromDragon::OnFireEventServerSide(Entity* self, Entity* sender, std::stri
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self->SetVar<LWOOBJID>(u"Golem", sender->GetObjectID());
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GameMessages::SendPlayAnimation(self, u"quickbuildhold", 1.9f);
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RenderComponent::PlayAnimation(self, u"quickbuildhold", 1.9f);
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}
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@@ -6,6 +6,7 @@
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#include "EntityInfo.h"
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#include "SkillComponent.h"
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#include "eAninmationFlags.h"
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#include "RenderComponent.h"
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void BaseEnemyApe::OnStartup(Entity* self) {
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self->SetVar<uint32_t>(u"timesStunned", 2);
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@@ -37,7 +38,7 @@ void BaseEnemyApe::OnHit(Entity* self, Entity* attacker) {
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if (skillComponent) {
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skillComponent->Reset();
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}
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GameMessages::SendPlayAnimation(self, u"disable", 1.7f);
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RenderComponent::PlayAnimation(self, u"disable", 1.7f);
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GameMessages::SendChangeIdleFlags(self->GetObjectID(), eAnimationFlags::IDLE_NONE, eAnimationFlags::IDLE_COMBAT, UNASSIGNED_SYSTEM_ADDRESS);
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const auto reviveTime = self->GetVar<float_t>(u"reviveTime") != 0.0f
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? self->GetVar<float_t>(u"reviveTime") : 12.0f;
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@@ -1,6 +1,8 @@
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#include "GfApeSmashingQB.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "Entity.h"
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#include "RenderComponent.h"
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void GfApeSmashingQB::OnStartup(Entity* self) {
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self->SetNetworkVar<LWOOBJID>(u"lootTagOwner", self->GetVar<LWOOBJID>(u"lootTagOwner"));
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@@ -16,7 +18,7 @@ void GfApeSmashingQB::OnRebuildComplete(Entity* self, Entity* target) {
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auto* ape = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"ape"));
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if (ape != nullptr) {
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ape->OnFireEventServerSide(target, "rebuildDone");
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GameMessages::SendPlayAnimation(self, u"smash", 1.7f);
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RenderComponent::PlayAnimation(self, u"smash", 1.7f);
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self->AddTimer("anchorBreakTime", 1.0f);
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}
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}
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