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moving platform work
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@@ -4,15 +4,16 @@
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#include "MovingPlatformComponent.h"
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void PropertyPlatform::OnRebuildComplete(Entity* self, Entity* target) {
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
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0, 0, eMovementPlatformState::Waiting | eMovementPlatformState::ReachedDesiredWaypoint | eMovementPlatformState::ReachedFinalWaypoint);
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS
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, static_cast<eMovementPlatformState>(eMovementPlatformState::Waiting | eMovementPlatformState::ReachedDesiredWaypoint | eMovementPlatformState::ReachedFinalWaypoint),
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true, 0, 0, 0);
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}
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void PropertyPlatform::OnUse(Entity* self, Entity* user) {
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auto* rebuildComponent = self->GetComponent<RebuildComponent>();
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if (rebuildComponent != nullptr && rebuildComponent->GetState() == eRebuildState::COMPLETED) {
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
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1, 1, eMovementPlatformState::Travelling);
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, eMovementPlatformState::Travelling, true, 0,
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1, 1);
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self->AddCallbackTimer(movementDelay + effectDelay, [self, this]() {
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self->SetNetworkVar<float_t>(u"startEffect", dieDelay);
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