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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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@@ -4,6 +4,7 @@
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "eMissionState.h"
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#include "eEndBehavior.h"
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void NtAssemblyTubeServer::OnStartup(Entity* self) {
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self->SetProximityRadius(5, "teleport");
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@@ -45,7 +46,7 @@ void NtAssemblyTubeServer::RunAssemblyTube(Entity* self, Entity* player) {
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if (!teleCinematic.empty()) {
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const auto teleCinematicUname = teleCinematic;
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GameMessages::SendPlayCinematic(player->GetObjectID(), teleCinematicUname, player->GetSystemAddress(),
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true, true, true, false, 0, false, -1, false, true
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true, true, true, false, eEndBehavior::RETURN, false, -1, false, true
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);
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}
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@@ -3,6 +3,7 @@
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "ePhysicsEffectType.h"
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void NtSentinelWalkwayServer::OnStartup(Entity* self) {
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auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
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@@ -19,7 +20,7 @@ void NtSentinelWalkwayServer::OnStartup(Entity* self) {
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const auto forward = self->GetRotation().GetRightVector() * -1;
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phantomPhysicsComponent->SetEffectType(0); // PUSH
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
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phantomPhysicsComponent->SetDirectionalMultiplier(force);
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phantomPhysicsComponent->SetDirection(forward);
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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@@ -1,6 +1,7 @@
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#include "NtVentureCannonServer.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "eEndBehavior.h"
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void NtVentureCannonServer::OnUse(Entity* self, Entity* user) {
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auto* player = user;
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@@ -73,7 +74,7 @@ void NtVentureCannonServer::EnterCannonEnded(Entity* self, Entity* player) {
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const auto exitCinematicUname = exitCinematic;
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GameMessages::SendPlayCinematic(player->GetObjectID(), exitCinematicUname, player->GetSystemAddress(),
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true, true, true, false, 0, false, 0, false, false
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true, true, true, false, eEndBehavior::RETURN, false, 0, false, false
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);
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self->AddCallbackTimer(1.5f, [this, self, playerID]() {
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