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
This commit is contained in:
Aaron Kimbrell
2023-03-25 05:26:39 -05:00
committed by GitHub
parent 72ca0f13ff
commit c415d0520a
32 changed files with 461 additions and 152 deletions

View File

@@ -763,7 +763,7 @@ void Entity::Initialize() {
no_ghosting:
TriggerEvent(eTriggerEventType::CREATE);
TriggerEvent(eTriggerEventType::CREATE, this);
if (m_Character) {
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
@@ -1390,7 +1390,7 @@ void Entity::OnEmoteReceived(const int32_t emote, Entity* target) {
}
void Entity::OnUse(Entity* originator) {
TriggerEvent(eTriggerEventType::INTERACT);
TriggerEvent(eTriggerEventType::INTERACT, originator);
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnUse(this, originator);
@@ -1412,6 +1412,7 @@ void Entity::OnHitOrHealResult(Entity* attacker, int32_t damage) {
}
void Entity::OnHit(Entity* attacker) {
TriggerEvent(eTriggerEventType::HIT, attacker);
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnHit(this, attacker);
}