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

@@ -14,6 +14,7 @@
#include "EntityManager.h"
#include "ControllablePhysicsComponent.h"
#include "GameMessages.h"
#include "ePhysicsEffectType.h"
#include "CDClientManager.h"
#include "CDComponentsRegistryTable.h"
@@ -36,7 +37,7 @@ PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : Component(par
m_PositionInfoDirty = false;
m_IsPhysicsEffectActive = false;
m_EffectType = 0;
m_EffectType = ePhysicsEffectType::PUSH;
m_DirectionalMultiplier = 0.0f;
m_MinMax = false;
@@ -405,7 +406,7 @@ void PhantomPhysicsComponent::SetDirectionalMultiplier(float mul) {
m_EffectInfoDirty = true;
}
void PhantomPhysicsComponent::SetEffectType(uint32_t type) {
void PhantomPhysicsComponent::SetEffectType(ePhysicsEffectType type) {
m_EffectType = type;
m_EffectInfoDirty = true;
}