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