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

@@ -17,6 +17,7 @@
class LDFBaseData;
class Entity;
class dpEntity;
enum class ePhysicsEffectType : uint32_t ;
/**
* Allows the creation of phantom physics for an entity: a physics object that is generally invisible but can be
@@ -103,13 +104,13 @@ public:
* Returns the effect that's currently active, defaults to 0
* @return the effect that's currently active
*/
uint32_t GetEffectType() const { return m_EffectType; }
ePhysicsEffectType GetEffectType() const { return m_EffectType; }
/**
* Sets the effect that's currently active
* @param type the effect to set
*/
void SetEffectType(uint32_t type);
void SetEffectType(ePhysicsEffectType type);
/**
* Returns the Physics entity for the component
@@ -168,7 +169,7 @@ private:
/**
* The physics effect that's currently active, defaults to 0
*/
uint32_t m_EffectType;
ePhysicsEffectType m_EffectType;
/**
* A scaling multiplier to add to the directional vector