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Implement the Imaginite Backpack and Shard armor scripts (#886)
* Imaginite Pack now works * Remove unused params * Address issues * Add TeslaPack script Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
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@@ -172,6 +172,13 @@ namespace CppScripts {
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*/
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virtual void OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {};
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/**
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* Invoked when self has received either a hit or heal. Only used for scripts subscribed to an entity.
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*
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* Equivalent to 'function notifyHitOrHealResult(self, msg)'
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*/
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virtual void NotifyHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {};
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/**
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* Invoked when a player has responsed to a mission.
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*
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@@ -316,6 +323,22 @@ namespace CppScripts {
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virtual void OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event, const std::u16string& pathName,
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float_t pathTime, float_t totalTime, int32_t waypoint) {
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};
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/**
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* Used by items to tell their owner that they were equipped.
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*
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* @param itemOwner The owner of the item
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* @param itemObjId The items Object ID
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*/
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virtual void OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) {};
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/**
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* Used by items to tell their owner that they were unequipped.
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*
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* @param itemOwner The owner of the item
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* @param itemObjId The items Object ID
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*/
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virtual void OnFactionTriggerItemUnequipped(Entity* itemOwner, LWOOBJID itemObjId) {};
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};
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Script* GetScript(Entity* parent, const std::string& scriptName);
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