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
This commit is contained in:
David Markowitz
2023-03-20 06:10:52 -07:00
parent 7671cc6865
commit b432a3f5da
84 changed files with 631 additions and 607 deletions

View File

@@ -9,6 +9,7 @@
#include "SkillComponent.h"
#include "TeamManager.h"
#include <algorithm>
#include "RenderComponent.h"
// // // // // // //
// Event handling //
@@ -261,7 +262,7 @@ void NjMonastryBossInstance::HandleCounterWeightSpawned(Entity* self, Entity* co
skillComponent->CalculateBehavior(1635, 39097, frakjaw->GetObjectID(), true, false);
}
GameMessages::SendPlayAnimation(frakjaw, StunnedAnimation);
RenderComponent::PlayAnimation(frakjaw, StunnedAnimation);
GameMessages::SendPlayNDAudioEmitter(frakjaw, UNASSIGNED_SYSTEM_ADDRESS, CounterSmashAudio);
// Before wave 4 we should lower frakjaw from the ledge
@@ -281,7 +282,7 @@ void NjMonastryBossInstance::HandleCounterWeightSpawned(Entity* self, Entity* co
}
void NjMonastryBossInstance::HandleLowerFrakjawSpawned(Entity* self, Entity* lowerFrakjaw) {
GameMessages::SendPlayAnimation(lowerFrakjaw, TeleportInAnimation);
RenderComponent::PlayAnimation(lowerFrakjaw, TeleportInAnimation);
self->SetVar<LWOOBJID>(LowerFrakjawVariable, lowerFrakjaw->GetObjectID());
auto* combatAI = lowerFrakjaw->GetComponent<BaseCombatAIComponent>();
@@ -401,7 +402,7 @@ void NjMonastryBossInstance::TeleportPlayer(Entity* player, uint32_t position) {
void NjMonastryBossInstance::SummonWave(Entity* self, Entity* frakjaw) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0, LWOOBJID_EMPTY,
LedgeFrakSummon, UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendPlayAnimation(frakjaw, SummonAnimation);
RenderComponent::PlayAnimation(frakjaw, SummonAnimation);
// Stop the music for the first, fourth and fifth wave
const auto wave = self->GetVar<uint32_t>(WaveNumberVariable);
@@ -425,7 +426,7 @@ void NjMonastryBossInstance::LowerFrakjawSummon(Entity* self, Entity* frakjaw) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0,
LWOOBJID_EMPTY, BottomFrakSummon, UNASSIGNED_SYSTEM_ADDRESS);
ActivityTimerStart(self, SpawnWaveTimer, 2.0f, 2.0f);
GameMessages::SendPlayAnimation(frakjaw, SummonAnimation);
RenderComponent::PlayAnimation(frakjaw, SummonAnimation);
}
void NjMonastryBossInstance::RemovePoison(Entity* self) {
@@ -444,7 +445,7 @@ void NjMonastryBossInstance::RemovePoison(Entity* self) {
}
void NjMonastryBossInstance::LowerFrakjaw(Entity* self, Entity* frakjaw) {
GameMessages::SendPlayAnimation(frakjaw, TeleportOutAnimation);
RenderComponent::PlayAnimation(frakjaw, TeleportOutAnimation);
ActivityTimerStart(self, LowerFrakjawCamTimer, 2.0f, 2.0f);
GameMessages::SendNotifyClientObject(frakjaw->GetObjectID(), StopMusicNotification, 0, 0,