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Fixed scripted powerup spawners
When applied this commit fixes scripted powerups
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f0a4324bd4
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@ -15,6 +15,11 @@ void ScriptedPowerupSpawner::OnTimerDone(Entity *self, std::string message) {
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const auto itemLOT = self->GetVar<LOT>(u"lootLOT");
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const auto itemLOT = self->GetVar<LOT>(u"lootLOT");
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// Build drop table
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std::unordered_map<LOT, int32_t> drops;
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drops.emplace(itemLOT, 1);
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// Spawn the required number of powerups
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// Spawn the required number of powerups
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auto* owner = EntityManager::Instance()->GetEntity(self->GetSpawnerID());
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auto* owner = EntityManager::Instance()->GetEntity(self->GetSpawnerID());
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if (owner != nullptr) {
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if (owner != nullptr) {
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@ -24,7 +29,7 @@ void ScriptedPowerupSpawner::OnTimerDone(Entity *self, std::string message) {
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renderComponent->PlayEffect(0, u"cast", "N_cast");
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renderComponent->PlayEffect(0, u"cast", "N_cast");
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}
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}
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LootGenerator::Instance().DropLoot(owner, self, itemLOT, 0, 1);
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LootGenerator::Instance().DropLoot(owner, self, drops, 0, 0);
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}
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}
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// Increment the current cycle
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// Increment the current cycle
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