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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 05:27:19 +00:00
fixed wrong stun removal
Apes no longer stack their attacks Apes no longer stack their attacks and excess comments removed
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a49f9dc586
commit
f83ad8bbe4
@ -8,11 +8,6 @@
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void BaseEnemyApe::OnStartup(Entity *self) {
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self->SetVar<uint32_t>(u"timesStunned", 2);
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self->SetVar<bool>(u"knockedOut", false);
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auto* combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (combatAIComponent != nullptr) {
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combatAIComponent->SetStunImmune(true);
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}
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}
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void BaseEnemyApe::OnDie(Entity *self, Entity *killer) {
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@ -23,10 +18,8 @@ void BaseEnemyApe::OnDie(Entity *self, Entity *killer) {
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}
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void BaseEnemyApe::OnSkillCast(Entity *self, uint32_t skillID) {
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const auto groundPoundSkill = self->GetVar<uint32_t>(u"GroundPoundSkill") != 0
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? self->GetVar<uint32_t>(u"GroundPoundSkill") : 725;
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const auto spawnQuickBuildTime = self->GetVar<float_t>(u"spawnQBTime") != 0.0f
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? self->GetVar<float_t>(u"spawnQBTime") : 5.0f;
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const auto groundPoundSkill = self->GetVar<uint32_t>(u"GroundPoundSkill") != 0 ? self->GetVar<uint32_t>(u"GroundPoundSkill") : 725;
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const auto spawnQuickBuildTime = self->GetVar<float_t>(u"spawnQBTime") != 0.0f ? self->GetVar<float_t>(u"spawnQBTime") : 5.0f;
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if (skillID == groundPoundSkill && self->GetVar<LWOOBJID>(u"QB") == LWOOBJID_EMPTY) {
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self->AddTimer("spawnQBTime", spawnQuickBuildTime);
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@ -61,9 +54,7 @@ void BaseEnemyApe::OnTimerDone(Entity *self, std::string timerName) {
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StunApe(self, false);
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} else if (timerName == "spawnQBTime" && self->GetVar<LWOOBJID>(u"QB") == LWOOBJID_EMPTY) {
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// Spawns the QB, which can insta kill the ape
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// Quick mafs to spawn the QB in the correct spot
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// Spawn QB in front of ape.
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const auto position = self->GetPosition();
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const auto rotation = self->GetRotation();
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@ -107,8 +98,6 @@ void BaseEnemyApe::OnTimerDone(Entity *self, std::string timerName) {
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent != nullptr) {
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// We use a different behavior than the script here, the original one contains a TargetCaster behavior
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// but as of writing we can't pass an optional originated to give the loot to the player
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skillComponent->CalculateBehavior(1273, 29446, self->GetObjectID(), true, false, player->GetObjectID());
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}
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@ -120,8 +109,7 @@ void BaseEnemyApe::OnFireEventServerSide(Entity *self, Entity *sender, std::stri
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int32_t param3) {
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if (args == "rebuildDone" && sender != nullptr) {
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self->SetVar<LWOOBJID>(u"smasher", sender->GetObjectID());
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const auto anchorDamageDelayTime = self->GetVar<float_t>(u"AnchorDamageDelayTime") != 0.0f
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? self->GetVar<float_t>(u"AnchorDamageDelayTime") : 0.5f;
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const auto anchorDamageDelayTime = self->GetVar<float_t>(u"AnchorDamageDelayTime") != 0.0f ? self->GetVar<float_t>(u"AnchorDamageDelayTime") : 0.5f;
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self->AddTimer("anchorDamageTimer", anchorDamageDelayTime);
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}
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}
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@ -32,6 +32,7 @@ void WaveBossApe::OnFireEventServerSide(Entity *self, Entity *sender, std::strin
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auto* combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (combatAIComponent != nullptr) {
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combatAIComponent->SetDisabled(false);
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combatAIComponent->SetStunImmune(false);
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}
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} else {
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BaseEnemyApe::OnFireEventServerSide(self, sender, args, param1, param2, param3);
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