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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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dScripts/EquipmentTriggers/CoilBackpackBase.h
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21
dScripts/EquipmentTriggers/CoilBackpackBase.h
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#ifndef __GemPackBase__H__
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#define __GemPackBase__H__
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#include "CppScripts.h"
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class CoilBackpackBase: public CppScripts::Script {
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public:
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CoilBackpackBase(uint32_t skillId, uint32_t behaviorId) {
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m_SkillId = skillId;
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m_BehaviorId = behaviorId;
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};
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void OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) override;
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void NotifyHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) override;
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void OnFactionTriggerItemUnequipped(Entity* itemOwner, LWOOBJID itemObjId) override;
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private:
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uint32_t m_SkillId = 0;
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uint32_t m_BehaviorId = 0;
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};
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#endif //!__GemPackBase__H__
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