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Update BaseEnemyMech script to change the default faction
As part of the base enemy mech script its faction should be updated to 4 to make sure it's seen as an enemy by the client. The AgDarklingMech script has been deleted as its functionality was essentially that of BaseEnemyMech and thus no longer necessary.
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@ -1,9 +0,0 @@
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#include "AgDarklingMech.h"
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#include "DestroyableComponent.h"
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void AgDarklingMech::OnStartup(Entity *self) {
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetFaction(4);
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}
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}
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@ -1,6 +0,0 @@
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#pragma once
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#include "BaseEnemyMech.h"
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class AgDarklingMech : public BaseEnemyMech {
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void OnStartup(Entity* self) override;
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};
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@ -3,9 +3,6 @@
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void AmDarklingMech::OnStartup(Entity* self)
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{
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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destroyableComponent->SetFaction(4);
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BaseEnemyMech::OnStartup(self);
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qbTurretLOT = 13171;
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}
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@ -7,6 +7,14 @@
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#include "EntityManager.h"
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#include "dpWorld.h"
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#include "GeneralUtils.h"
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#include "DestroyableComponent.h"
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void BaseEnemyMech::OnStartup(Entity* self) {
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetFaction(4);
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}
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}
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void BaseEnemyMech::OnDie(Entity* self, Entity* killer) {
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ControllablePhysicsComponent* controlPhys = static_cast<ControllablePhysicsComponent*>(self->GetComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS));
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@ -4,6 +4,7 @@
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class BaseEnemyMech : public CppScripts::Script
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{
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public:
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void OnStartup(Entity* self) override;
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void OnDie(Entity* self, Entity* killer) override;
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protected:
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LOT qbTurretLOT = 6254;
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@ -51,7 +51,6 @@
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#include "NpcCowboyServer.h"
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#include "ZoneAgMedProperty.h"
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#include "AgStromlingProperty.h"
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#include "AgDarklingMech.h"
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#include "AgDarkSpiderling.h"
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#include "PropertyFXDamage.h"
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#include "AgPropguards.h"
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@ -377,7 +376,7 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
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else if (scriptName == "scripts\\ai\\AG\\L_AG_STROMBIE_PROPERTY.lua")
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script = new AgStromlingProperty();
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else if (scriptName == "scripts\\ai\\AG\\L_AG_DARKLING_MECH.lua")
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script = new AgDarklingMech();
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script = new BaseEnemyMech();
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else if (scriptName == "scripts\\ai\\AG\\L_AG_DARK_SPIDERLING.lua")
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script = new AgDarkSpiderling();
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else if (scriptName == "scripts\\ai\\PROPERTY\\L_PROP_GUARDS.lua")
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@ -1,5 +1,6 @@
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#include "VeMech.h"
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void VeMech::OnStartup(Entity *self) {
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BaseEnemyMech::OnStartup(self);
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qbTurretLOT = 8432;
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}
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