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Chore: split VE script up (#1598)
* Testing Scripts Testing splitting AgSpaceStuff into AgSpaceStuff and AgShipShake * fixed inclusions * Removed DoShake * cleaning up * consistent if statements * Update dScripts/ai/AG/AgShipShake.h Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com> --------- Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
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@ -14,6 +14,7 @@
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#include "AgShipPlayerDeathTrigger.h"
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#include "AgShipPlayerShockServer.h"
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#include "AgSpaceStuff.h"
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#include "AgShipShake.h"
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#include "AgImagSmashable.h"
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#include "NpcNpSpacemanBob.h"
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#include "StoryBoxInteractServer.h"
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@ -341,6 +342,7 @@ namespace {
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{ "scripts\\ai\\AG\\L_AG_SHIP_PLAYER_DEATH_TRIGGER.lua", []() { return new AgShipPlayerDeathTrigger(); } },
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{"scripts\\ai\\NP\\L_NPC_NP_SPACEMAN_BOB.lua", []() { return new NpcNpSpacemanBob(); } },
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{"scripts\\ai\\AG\\L_AG_SPACE_STUFF.lua", []() { return new AgSpaceStuff();} },
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{"scripts\\ai\\AG\\L_AG_SHIP_SHAKE.lua", []() { return new AgShipShake();}},
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{"scripts\\ai\\AG\\L_AG_SHIP_PLAYER_SHOCK_SERVER.lua", []() { return new AgShipPlayerShockServer();} },
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{"scripts\\ai\\AG\\L_AG_IMAG_SMASHABLE.lua", []() { return new AgImagSmashable();} },
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{"scripts\\02_server\\Map\\General\\L_STORY_BOX_INTERACT_SERVER.lua", []() { return new StoryBoxInteractServer();} },
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81
dScripts/ai/AG/AgShipShake.cpp
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81
dScripts/ai/AG/AgShipShake.cpp
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@ -0,0 +1,81 @@
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#include "AgShipShake.h"
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#include "EntityInfo.h"
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#include "GeneralUtils.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "RenderComponent.h"
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#include "Entity.h"
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void AgShipShake::OnStartup(Entity* self) {
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EntityInfo info{};
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info.pos = { -418, 585, -30 };
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info.lot = 33;
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info.spawnerID = self->GetObjectID();
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auto* ref = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(ref);
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self->SetVar(u"ShakeObject", ref->GetObjectID());
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self->AddTimer("ShipShakeIdle", 2.0f);
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self->SetVar(u"RandomTime", 10);
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}
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void AgShipShake::OnTimerDone(Entity* self, std::string timerName) {
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auto* shipFxObject = GetEntityInGroup(ShipFX);
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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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auto* debrisObject = GetEntityInGroup(DebrisFX);
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if (timerName == "ShipShakeIdle") {
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auto* ref = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
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const auto randomTime = self->GetVar<int>(u"RandomTime");
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auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
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if (time < randomTime / 2) {
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time += randomTime / 2;
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}
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self->AddTimer("ShipShakeIdle", static_cast<float>(time));
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if (ref)
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GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
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if (debrisObject)
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GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
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if (shipFxObject) {
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std::string effectType = "shipboom" + std::to_string(randomFx);
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GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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}
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self->AddTimer("ShipShakeExplode", 5.0f);
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if (shipFxObject2)
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RenderComponent::PlayAnimation(shipFxObject2, u"explosion");
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} else if (timerName == "ShipShakeExplode") {
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if (shipFxObject)
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RenderComponent::PlayAnimation(shipFxObject, u"idle");
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if (shipFxObject2)
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RenderComponent::PlayAnimation(shipFxObject2, u"idle");
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}
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}
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Entity* AgShipShake::GetEntityInGroup(const std::string& group) {
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auto entities = Game::entityManager->GetEntitiesInGroup(group);
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Entity* en = nullptr;
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for (auto entity : entities) {
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if (entity) {
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en = entity;
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break;
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}
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}
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return en;
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}
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16
dScripts/ai/AG/AgShipShake.h
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16
dScripts/ai/AG/AgShipShake.h
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@ -0,0 +1,16 @@
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#pragma once
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#include "CppScripts.h"
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class AgShipShake : public CppScripts::Script {
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public:
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void OnStartup(Entity* self) override;
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void OnTimerDone(Entity* self, std::string timerName) override;
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std::string DebrisFX = "DebrisFX";
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std::string ShipFX = "ShipFX";
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std::string ShipFX2 = "ShipFX2";
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std::u16string FXName = u"camshake-bridge";
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private:
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Entity* GetEntityInGroup(const std::string& group);
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};
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@ -8,21 +8,6 @@
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void AgSpaceStuff::OnStartup(Entity* self) {
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self->AddTimer("FloaterScale", 5.0f);
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EntityInfo info{};
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info.pos = { -418, 585, -30 };
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info.lot = 33;
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info.spawnerID = self->GetObjectID();
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auto* ref = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(ref);
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self->SetVar(u"ShakeObject", ref->GetObjectID());
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self->AddTimer("ShipShakeIdle", 2.0f);
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self->SetVar(u"RandomTime", 10);
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}
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void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
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@ -37,70 +22,5 @@ void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
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RenderComponent::PlayAnimation(self, u"path_0" + (GeneralUtils::to_u16string(pathType)));
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self->AddTimer("FloaterScale", randTime);
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} else if (timerName == "ShipShakeExplode") {
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DoShake(self, true);
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} else if (timerName == "ShipShakeIdle") {
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DoShake(self, false);
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}
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}
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void AgSpaceStuff::DoShake(Entity* self, bool explodeIdle) {
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if (!explodeIdle) {
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auto* ref = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
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const auto randomTime = self->GetVar<int>(u"RandomTime");
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auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
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if (time < randomTime / 2) {
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time += randomTime / 2;
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}
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self->AddTimer("ShipShakeIdle", static_cast<float>(time));
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if (ref)
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GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
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auto* debrisObject = GetEntityInGroup(DebrisFX);
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if (debrisObject)
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GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
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auto* shipFxObject = GetEntityInGroup(ShipFX);
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if (shipFxObject) {
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std::string effectType = "shipboom" + std::to_string(randomFx);
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GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
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}
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self->AddTimer("ShipShakeExplode", 5.0f);
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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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if (shipFxObject2)
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RenderComponent::PlayAnimation(shipFxObject2, u"explosion");
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} else {
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auto* shipFxObject = GetEntityInGroup(ShipFX);
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auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
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if (shipFxObject)
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RenderComponent::PlayAnimation(shipFxObject, u"idle");
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if (shipFxObject2)
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RenderComponent::PlayAnimation(shipFxObject2, u"idle");
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}
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}
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Entity* AgSpaceStuff::GetEntityInGroup(const std::string& group) {
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auto entities = Game::entityManager->GetEntitiesInGroup(group);
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Entity* en = nullptr;
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for (auto entity : entities) {
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if (entity) {
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en = entity;
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break;
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}
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}
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return en;
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}
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@ -5,14 +5,5 @@ class AgSpaceStuff : public CppScripts::Script {
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public:
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void OnStartup(Entity* self);
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void OnTimerDone(Entity* self, std::string timerName);
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void DoShake(Entity* self, bool explodeIdle);
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std::string DebrisFX = "DebrisFX";
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std::string ShipFX = "ShipFX";
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std::string ShipFX2 = "ShipFX2";
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std::u16string FXName = u"camshake-bridge";
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private:
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Entity* GetEntityInGroup(const std::string& group);
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};
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@ -1,6 +1,7 @@
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set(DSCRIPTS_SOURCES_AI_AG
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"AgShipPlayerDeathTrigger.cpp"
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"AgSpaceStuff.cpp"
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"AgShipShake.cpp"
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"AgShipPlayerShockServer.cpp"
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"AgImagSmashable.cpp"
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"ActSharkPlayerDeathTrigger.cpp"
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