Script: Fix incorrect kill method

This commit is contained in:
David Markowitz 2023-11-01 19:58:48 -07:00
parent 65c743527e
commit bc0a7f4259

View File

@ -4,6 +4,8 @@
#include "MissionComponent.h"
#include "SkillComponent.h"
#include "eMissionTaskType.h"
#include "CDClientManager.h"
#include "CDObjectSkillsTable.h"
#include "RenderComponent.h"
//TODO: this has to be updated so that you only get killed if you're in a certain radius.
@ -39,9 +41,11 @@ void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
self->SetOwnerOverride(attacker->GetObjectID());
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(self, u"camshake", self->GetObjectID(), 16);
self->Smash(attacker->GetObjectID());
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
// Technically supposed to get first skill in the skill component but only 1 object in the live game used this.
skillComponent->CalculateBehavior(147, 4721, LWOOBJID_EMPTY, true);
}
@ -65,8 +69,6 @@ void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
}
}
}
self->ScheduleKillAfterUpdate();
}
void ExplodingAsset::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {