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https://github.com/DarkflameUniverse/DarkflameServer.git
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Implement some more trigger event calls and command handlers (#989)
* Implement some trigger event calls and command handlers * add zone summary dimissed GM * break and remove log * some cleanup in Gather Targets and blocking out * fix default value of unlock for play cinematic * Log on errors add enum for physics effect type simplify nipoint3 logic check arg count add enum for End behavior * tryparse for nipoint3 * totally didn't forget to include it * bleh c++ is blah * ??? * address feedback * Fix for #1028
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@@ -763,7 +763,7 @@ void Entity::Initialize() {
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no_ghosting:
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TriggerEvent(eTriggerEventType::CREATE);
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TriggerEvent(eTriggerEventType::CREATE, this);
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if (m_Character) {
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auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
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@@ -1390,7 +1390,7 @@ void Entity::OnEmoteReceived(const int32_t emote, Entity* target) {
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}
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void Entity::OnUse(Entity* originator) {
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TriggerEvent(eTriggerEventType::INTERACT);
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TriggerEvent(eTriggerEventType::INTERACT, originator);
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
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script->OnUse(this, originator);
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@@ -1412,6 +1412,7 @@ void Entity::OnHitOrHealResult(Entity* attacker, int32_t damage) {
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}
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void Entity::OnHit(Entity* attacker) {
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TriggerEvent(eTriggerEventType::HIT, attacker);
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
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script->OnHit(this, attacker);
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}
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