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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +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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@@ -9,6 +9,7 @@
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#include "SkillComponent.h"
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#include "TeamManager.h"
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#include <algorithm>
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#include "RenderComponent.h"
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// // // // // // //
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// Event handling //
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@@ -261,7 +262,7 @@ void NjMonastryBossInstance::HandleCounterWeightSpawned(Entity* self, Entity* co
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skillComponent->CalculateBehavior(1635, 39097, frakjaw->GetObjectID(), true, false);
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}
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GameMessages::SendPlayAnimation(frakjaw, StunnedAnimation);
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RenderComponent::PlayAnimation(frakjaw, StunnedAnimation);
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GameMessages::SendPlayNDAudioEmitter(frakjaw, UNASSIGNED_SYSTEM_ADDRESS, CounterSmashAudio);
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// Before wave 4 we should lower frakjaw from the ledge
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@@ -281,7 +282,7 @@ void NjMonastryBossInstance::HandleCounterWeightSpawned(Entity* self, Entity* co
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}
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void NjMonastryBossInstance::HandleLowerFrakjawSpawned(Entity* self, Entity* lowerFrakjaw) {
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GameMessages::SendPlayAnimation(lowerFrakjaw, TeleportInAnimation);
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RenderComponent::PlayAnimation(lowerFrakjaw, TeleportInAnimation);
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self->SetVar<LWOOBJID>(LowerFrakjawVariable, lowerFrakjaw->GetObjectID());
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auto* combatAI = lowerFrakjaw->GetComponent<BaseCombatAIComponent>();
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@@ -401,7 +402,7 @@ void NjMonastryBossInstance::TeleportPlayer(Entity* player, uint32_t position) {
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void NjMonastryBossInstance::SummonWave(Entity* self, Entity* frakjaw) {
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GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0, LWOOBJID_EMPTY,
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LedgeFrakSummon, UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendPlayAnimation(frakjaw, SummonAnimation);
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RenderComponent::PlayAnimation(frakjaw, SummonAnimation);
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// Stop the music for the first, fourth and fifth wave
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const auto wave = self->GetVar<uint32_t>(WaveNumberVariable);
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@@ -425,7 +426,7 @@ void NjMonastryBossInstance::LowerFrakjawSummon(Entity* self, Entity* frakjaw) {
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GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0,
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LWOOBJID_EMPTY, BottomFrakSummon, UNASSIGNED_SYSTEM_ADDRESS);
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ActivityTimerStart(self, SpawnWaveTimer, 2.0f, 2.0f);
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GameMessages::SendPlayAnimation(frakjaw, SummonAnimation);
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RenderComponent::PlayAnimation(frakjaw, SummonAnimation);
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}
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void NjMonastryBossInstance::RemovePoison(Entity* self) {
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@@ -444,7 +445,7 @@ void NjMonastryBossInstance::RemovePoison(Entity* self) {
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}
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void NjMonastryBossInstance::LowerFrakjaw(Entity* self, Entity* frakjaw) {
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GameMessages::SendPlayAnimation(frakjaw, TeleportOutAnimation);
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RenderComponent::PlayAnimation(frakjaw, TeleportOutAnimation);
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ActivityTimerStart(self, LowerFrakjawCamTimer, 2.0f, 2.0f);
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GameMessages::SendNotifyClientObject(frakjaw->GetObjectID(), StopMusicNotification, 0, 0,
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