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fix(scripts): lightning garden orbs knock players back again (issue 1352)
As L_LIGHTNING_ORB_SERVER: knockback (dx*2.5, 15, dz*2.5) and the orb's knockback effect; it was off while platforms didn't run on the server. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,4 +1,6 @@
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#include "LightningOrbServer.h"
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#include "CombatMessages.h"
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#include "EffectsMessages.h"
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void LightningOrbServer::OnCollisionPhantom(Entity* self, Entity* target) {
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GameMessages::GetPosition playerPos;
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@@ -6,7 +8,12 @@ void LightningOrbServer::OnCollisionPhantom(Entity* self, Entity* target) {
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GameMessages::GetPosition selfPos;
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selfPos.Send(self->GetObjectID());
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const NiPoint3 newVec((playerPos.pos.x - selfPos.pos.x) * 2.5, 15, (playerPos.pos.z - selfPos.pos.z) * 2.5);
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// ahhhh aron said to put a TODO here moving platforms don't work lol. disable this so people can actually do the puzzle
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// GameMessages::SendKnockback(target->GetObjectID(), self->GetObjectID(), self->GetObjectID(), 0, newVec);
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// GameMessages::SendPlayFXEffect(target->GetObjectID(), -1, u"knockback", "knockback");
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// L_LIGHTNING_ORB_SERVER (issue 1352): it was off while the platforms didn't move with the server
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GameMessages::Knockback knockback;
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knockback.target = target->GetObjectID();
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knockback.Caster = self->GetObjectID();
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knockback.Originator = self->GetObjectID();
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knockback.vector = newVec;
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knockback.Send(UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::PlayFXEffect(self->GetObjectID(), -1, u"knockback", "knockback").Send(UNASSIGNED_SYSTEM_ADDRESS);
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}
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