Merge pull request #1025 from EmosewaMC/more-cdclient-cleanup

Implement animation table
This commit is contained in:
Gie "Max" Vanommeslaeghe
2023-05-14 15:08:18 +02:00
committed by GitHub
57 changed files with 438 additions and 285 deletions

View File

@@ -1,5 +1,8 @@
#include "AgMonumentBirds.h"
#include "GameMessages.h"
#include "Entity.h"
#include "RenderComponent.h"
#include "EntityManager.h"
//--------------------------------------------------------------
//Makes the ag birds fly away when you get close and smashes them.
@@ -16,7 +19,7 @@ void AgMonumentBirds::OnProximityUpdate(Entity* self, Entity* entering, std::str
if (name == "MonumentBirds" && status == "ENTER") {
self->AddTimer("killBird", 1.0f);
GameMessages::SendPlayAnimation(self, sOnProximityAnim);
RenderComponent::PlayAnimation(self, sOnProximityAnim);
self->SetVar<bool>(u"IsFlying", true);
self->SetVar<LWOOBJID>(u"PlayerID", entering->GetObjectID());
}

View File

@@ -5,6 +5,7 @@
#include "ProximityMonitorComponent.h"
#include "MissionComponent.h"
#include "EntityInfo.h"
#include "RenderComponent.h"
#include "eStateChangeType.h"
void AmSkullkinDrill::OnStartup(Entity* self) {
@@ -71,7 +72,7 @@ void AmSkullkinDrill::OnSkillEventFired(Entity* self, Entity* caster, const std:
}
void AmSkullkinDrill::TriggerDrill(Entity* self) {
GameMessages::SendPlayAnimation(self, u"slowdown");
RenderComponent::PlayAnimation(self, u"slowdown");
self->AddTimer("killDrill", 10.0f);
@@ -171,7 +172,7 @@ void AmSkullkinDrill::OnArrived(Entity* self, uint32_t waypointIndex) {
auto* standObj = GetStandObj(self);
if (waypointIndex == 1) {
GameMessages::SendPlayAnimation(self, u"no-spin");
RenderComponent::PlayAnimation(self, u"no-spin");
GameMessages::SendStopFXEffect(self, true, "active");
GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"indicator", "indicator");
@@ -191,7 +192,7 @@ void AmSkullkinDrill::OnArrived(Entity* self, uint32_t waypointIndex) {
return;
} else {
GameMessages::SendPlayAnimation(self, u"idle");
RenderComponent::PlayAnimation(self, u"idle");
GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"spin", "active");
GameMessages::SendStopFXEffect(self, true, "indicator");
}
@@ -216,7 +217,7 @@ void AmSkullkinDrill::PlayCinematic(Entity* self) {
void AmSkullkinDrill::PlayAnim(Entity* self, Entity* player, const std::string& animName) {
const auto animTime = animName == "spinjitzu-staff-end" ? 0.5f : 1.0f;
GameMessages::SendPlayAnimation(player, GeneralUtils::ASCIIToUTF16(animName));
RenderComponent::PlayAnimation(player, animName);
self->AddTimer("AnimDone_" + animName, animTime);
}
@@ -309,7 +310,7 @@ void AmSkullkinDrill::OnTimerDone(Entity* self, std::string timerName) {
if (animName == "spinjitzu-staff-windup") {
TriggerDrill(self);
GameMessages::SendPlayAnimation(player, u"spinjitzu-staff-loop");
RenderComponent::PlayAnimation(player, u"spinjitzu-staff-loop");
} else if (animName == "spinjitzu-staff-end") {
FreezePlayer(self, player, false);

View File

@@ -1,6 +1,8 @@
#include "AmSkullkinDrillStand.h"
#include "GameMessages.h"
#include "dpEntity.h"
#include "Entity.h"
#include "RenderComponent.h"
void AmSkullkinDrillStand::OnStartup(Entity* self) {
self->SetVar(u"bActive", true);
@@ -31,5 +33,5 @@ void AmSkullkinDrillStand::OnProximityUpdate(Entity* self, Entity* entering, std
GameMessages::SendPlayFXEffect(entering->GetObjectID(), 1378, u"create", "pushBack");
GameMessages::SendPlayAnimation(entering, u"knockback-recovery");
RenderComponent::PlayAnimation(entering, u"knockback-recovery");
}

View File

@@ -5,6 +5,7 @@
#include "EntityInfo.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "RenderComponent.h"
void AmSkullkinTower::OnStartup(Entity* self) {
self->SetProximityRadius(20, "Tower");
@@ -117,13 +118,13 @@ void AmSkullkinTower::OnChildRemoved(Entity* self, Entity* child) {
self->SetVar(u"legTable", legTable);
if (legTable.size() == 2) {
GameMessages::SendPlayAnimation(self, u"wobble-1");
RenderComponent::PlayAnimation(self, u"wobble-1");
} else if (legTable.size() == 1) {
GameMessages::SendPlayAnimation(self, u"wobble-2");
RenderComponent::PlayAnimation(self, u"wobble-2");
} else if (legTable.empty()) {
const auto animTime = 2.5f;
GameMessages::SendPlayAnimation(self, u"fall");
RenderComponent::PlayAnimation(self, u"fall");
self->AddTimer("spawnGuys", animTime - 0.2f);

View File

@@ -2,6 +2,7 @@
#include "GameMessages.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "RenderComponent.h"
#include "eTerminateType.h"
#include "eStateChangeType.h"
@@ -29,7 +30,7 @@ void GfCaptainsCannon::OnUse(Entity* self, Entity* user) {
GameMessages::SendTeleport(user->GetObjectID(), position, rotation, user->GetSystemAddress());
GameMessages::SendPlayAnimation(user, u"cannon-strike-no-equip");
RenderComponent::PlayAnimation(user, u"cannon-strike-no-equip");
GameMessages::SendPlayFXEffect(user->GetObjectID(), 6039, u"hook", "hook", LWOOBJID_EMPTY, 1, 1, true);
@@ -60,7 +61,7 @@ void GfCaptainsCannon::OnTimerDone(Entity* self, std::string timerName) {
for (auto* shark : sharkObjects) {
if (shark->GetLOT() != m_SharkItemID) continue;
GameMessages::SendPlayAnimation(shark, u"cannon");
RenderComponent::PlayAnimation(shark, u"cannon");
}
GameMessages::SendPlay2DAmbientSound(player, "{7457d85c-4537-4317-ac9d-2f549219ea87}");

View File

@@ -5,6 +5,7 @@
#include "RenderComponent.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
#include "eTerminateType.h"
void GfTikiTorch::OnStartup(Entity* self) {
@@ -17,7 +18,7 @@ void GfTikiTorch::OnUse(Entity* self, Entity* killer) {
return;
}
GameMessages::SendPlayAnimation(self, u"interact");
RenderComponent::PlayAnimation(self, u"interact");
self->SetI64(u"userID", killer->GetObjectID());
for (int i = 0; i < m_numspawn; i++) {
@@ -56,7 +57,7 @@ void GfTikiTorch::LightTorch(Entity* self) {
void GfTikiTorch::OnSkillEventFired(Entity* self, Entity* caster, const std::string& message) {
if (self->GetBoolean(u"isBurning") && message == "waterspray") {
GameMessages::SendPlayAnimation(self, u"water");
RenderComponent::PlayAnimation(self, u"water");
auto* renderComponent = self->GetComponent<RenderComponent>();
if (renderComponent != nullptr) {

View File

@@ -10,6 +10,7 @@
#define _USE_MATH_DEFINES
#include <math.h>
#endif
#include "RenderComponent.h"
void MastTeleport::OnStartup(Entity* self) {
self->SetNetworkVar<std::string>(u"hookPreconditions", "154;44", UNASSIGNED_SYSTEM_ADDRESS);
@@ -63,11 +64,12 @@ void MastTeleport::OnTimerDone(Entity* self, std::string timerName) {
GameMessages::SendPlayFXEffect(playerId, 6039, u"hook", "hook", LWOOBJID_EMPTY, 1, 1, true);
GameMessages::SendPlayAnimation(player, u"crow-swing-no-equip", 4.0f);
float animationTime = 6.25f;
animationTime = RenderComponent::PlayAnimation(player, "crow-swing-no-equip", 4.0f);
GameMessages::SendPlayAnimation(self, u"swing");
RenderComponent::PlayAnimation(self, u"swing");
self->AddTimer("PlayerAnimDone", 6.25f);
self->AddTimer("PlayerAnimDone", animationTime);
} else if (timerName == "PlayerAnimDone") {
GameMessages::SendStopFXEffect(player, true, "hook");

View File

@@ -4,6 +4,7 @@
#include "MissionComponent.h"
#include "SkillComponent.h"
#include "eMissionTaskType.h"
#include "RenderComponent.h"
//TODO: this has to be updated so that you only get killed if you're in a certain radius.
//And so that all entities in a certain radius are killed, not just the attacker.
@@ -69,23 +70,6 @@ void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
}
void ExplodingAsset::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
/*
if msg.objId:BelongsToFaction{factionID = 1}.bIsInFaction then
if (msg.status == "ENTER") then
self:PlayAnimation{ animationID = "bounce" }
self:PlayFXEffect{ name = "bouncin", effectType = "anim" }
self:SetVar("playersNearChest", (self:GetVar("playersNearChest") + 1 ))
elseif (msg.status == "LEAVE") then
self:SetVar("playersNearChest", (self:GetVar("playersNearChest") - 1 ))
if self:GetVar("playersNearChest") < 1 then
self:PlayAnimation{ animationID = "idle" }
self:StopFXEffect{ name = "bouncin" }
self:SetVar("playersNearChest", 0)
end
end
end
*/
auto* destuctableComponent = entering->GetComponent<DestroyableComponent>();
if (destuctableComponent == nullptr) return;
@@ -95,14 +79,14 @@ void ExplodingAsset::OnProximityUpdate(Entity* self, Entity* entering, std::stri
if (!std::count(factions.begin(), factions.end(), 1)) return;
if (status == "ENTER") {
GameMessages::SendPlayAnimation(self, u"bounce");
RenderComponent::PlayAnimation(self, u"bounce");
GameMessages::SendPlayFXEffect(self, -1, u"anim", "bouncin", LWOOBJID_EMPTY, 1, 1, true);
self->SetVar(u"playersNearChest", self->GetVar<int32_t>(u"playersNearChest") + 1);
} else if (status == "LEAVE") {
self->SetVar(u"playersNearChest", self->GetVar<int32_t>(u"playersNearChest") - 1);
if (self->GetVar<int32_t>(u"playersNearChest") < 1) {
GameMessages::SendPlayAnimation(self, u"idle");
RenderComponent::PlayAnimation(self, u"idle");
GameMessages::SendStopFXEffect(self, true, "bouncin");
self->SetVar<int32_t>(u"playersNearChest", 0);
}

View File

@@ -1,6 +1,8 @@
#include "NjIceRailActivator.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "Entity.h"
#include "RenderComponent.h"
void NjIceRailActivator::OnPlayerRailArrived(Entity* self, Entity* sender, const std::u16string& pathName,
int32_t waypoint) {
@@ -9,7 +11,7 @@ void NjIceRailActivator::OnPlayerRailArrived(Entity* self, Entity* sender, const
const auto& blockGroup = self->GetVar<std::u16string>(BlockGroupVariable);
for (auto* block : EntityManager::Instance()->GetEntitiesInGroup(GeneralUtils::UTF16ToWTF8(blockGroup))) {
GameMessages::SendPlayAnimation(block, u"explode");
RenderComponent::PlayAnimation(block, u"explode");
const auto blockID = block->GetObjectID();

View File

@@ -4,6 +4,7 @@
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "RenderComponent.h"
#include "eEndBehavior.h"
#include "eStateChangeType.h"
@@ -51,7 +52,7 @@ void NtAssemblyTubeServer::RunAssemblyTube(Entity* self, Entity* player) {
);
}
GameMessages::SendPlayAnimation(player, u"tube-sucker", 4.0f);
RenderComponent::PlayAnimation(player, u"tube-sucker", 4.0f);
const auto animTime = 3;
@@ -84,7 +85,7 @@ void NtAssemblyTubeServer::TeleportPlayer(Entity* self, Entity* player) {
GameMessages::SendTeleport(player->GetObjectID(), destPosition, destRotation, player->GetSystemAddress(), true);
GameMessages::SendPlayAnimation(player, u"tube-resurrect", 4.0f);
RenderComponent::PlayAnimation(player, u"tube-resurrect", 4.0f);
const auto animTime = 2;

View File

@@ -4,6 +4,7 @@
#include "EntityManager.h"
#include "Character.h"
#include "eMissionState.h"
#include "RenderComponent.h"
#include "eTerminateType.h"
#include "eStateChangeType.h"
@@ -34,18 +35,18 @@ void NtParadoxPanelServer::OnUse(Entity* self, Entity* user) {
player->GetCharacter()->SetPlayerFlag(flag, true);
GameMessages::SendPlayAnimation(player, u"rebuild-celebrate");
RenderComponent::PlayAnimation(player, u"rebuild-celebrate");
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"SparkStop", 0, 0, player->GetObjectID(), "", player->GetSystemAddress());
GameMessages::SendSetStunned(player->GetObjectID(), eStateChangeType::POP, player->GetSystemAddress(), LWOOBJID_EMPTY, false, false, true, false, true, true, false, false, true);
self->SetVar(u"bActive", false);
});
GameMessages::SendPlayAnimation(user, u"nexus-powerpanel", 6.0f);
RenderComponent::PlayAnimation(user, u"nexus-powerpanel", 6.0f);
GameMessages::SendSetStunned(user->GetObjectID(), eStateChangeType::PUSH, user->GetSystemAddress(), LWOOBJID_EMPTY, false, false, true, false, true, true, false, false, true);
return;
}
GameMessages::SendPlayAnimation(user, shockAnim);
RenderComponent::PlayAnimation(user, shockAnim);
const auto dir = self->GetRotation().GetRightVector();

View File

@@ -3,6 +3,7 @@
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "RenderComponent.h"
#include "eStateChangeType.h"
void NtParadoxTeleServer::OnStartup(Entity* self) {
@@ -28,9 +29,8 @@ void NtParadoxTeleServer::OnProximityUpdate(Entity* self, Entity* entering, std:
true, true, true, true, true, true, true
);
GameMessages::SendPlayAnimation(player, u"teledeath", 4.0f);
const auto animTime = 2;
auto animTime = RenderComponent::PlayAnimation(player, u"teledeath", 4.0f);
if (animTime == 0.0f) animTime = 2.0f;
self->AddCallbackTimer(animTime, [this, self, playerID]() {
auto* player = EntityManager::Instance()->GetEntity(playerID);
@@ -74,7 +74,7 @@ void NtParadoxTeleServer::TeleportPlayer(Entity* self, Entity* player) {
GameMessages::SendTeleport(player->GetObjectID(), destPosition, destRotation, player->GetSystemAddress(), true);
GameMessages::SendPlayAnimation(player, u"paradox-teleport-in", 4.0f);
RenderComponent::PlayAnimation(player, u"paradox-teleport-in", 4.0f);
const auto animTime = 2;

View File

@@ -1,6 +1,7 @@
#include "NtSleepingGuard.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "RenderComponent.h"
void NtSleepingGuard::OnStartup(Entity* self) {
self->SetNetworkVar<bool>(u"asleep", true);
@@ -17,7 +18,7 @@ void NtSleepingGuard::OnEmoteReceived(Entity* self, const int32_t emote, Entity*
// Set asleep to false
self->SetNetworkVar<bool>(u"asleep", false);
GameMessages::SendPlayAnimation(self, u"greet");
RenderComponent::PlayAnimation(self, u"greet");
auto* missionComponent = target->GetComponent<MissionComponent>();

View File

@@ -1,6 +1,9 @@
#include "NtVentureCannonServer.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "Entity.h"
#include "GeneralUtils.h"
#include "RenderComponent.h"
#include "eEndBehavior.h"
#include "eTerminateType.h"
#include "eStateChangeType.h"
@@ -29,7 +32,7 @@ void NtVentureCannonServer::OnUse(Entity* self, Entity* user) {
GameMessages::SendTeleport(playerID, destPosition, destRotation, player->GetSystemAddress(), true);
GameMessages::SendPlayAnimation(player, u"scale-down", 4.0f);
RenderComponent::PlayAnimation(player, u"scale-down", 4.0f);
const auto enterCinematicUname = enterCinematic;
GameMessages::SendPlayCinematic(player->GetObjectID(), enterCinematicUname, player->GetSystemAddress());
@@ -121,5 +124,5 @@ void NtVentureCannonServer::FirePlayer(Entity* self, Entity* player) {
GameMessages::SendTeleport(player->GetObjectID(), destPosition, destRotation, player->GetSystemAddress(), true);
GameMessages::SendPlayAnimation(player, u"venture-cannon-out", 4.0f);
RenderComponent::PlayAnimation(player, u"venture-cannon-out", 4.0f);
}

View File

@@ -1,6 +1,8 @@
#include "CatapultBaseServer.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "Entity.h"
#include "RenderComponent.h"
void CatapultBaseServer::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
if (name == "BouncerBuilt") {
@@ -21,7 +23,7 @@ void CatapultBaseServer::OnTimerDone(Entity* self, std::string timerName) {
// tell the arm to the play the platform animation, which is just the arm laying there but with bouncer
for (auto* obj : arm) {
GameMessages::SendPlayAnimation(obj, u"idle-platform");
RenderComponent::PlayAnimation(obj, u"idle-platform");
GameMessages::SendPlayNDAudioEmitter(obj, UNASSIGNED_SYSTEM_ADDRESS, "{8cccf912-69e3-4041-a20b-63e4afafc993}");
// set the art so we can use it again
self->SetVar(u"Arm", obj->GetObjectID());
@@ -38,7 +40,7 @@ void CatapultBaseServer::OnTimerDone(Entity* self, std::string timerName) {
// tell the arm to player the launcher animation
auto animTime = 1;
self->AddTimer("resetArm", animTime);
GameMessages::SendPlayAnimation(arm, u"launch");
RenderComponent::PlayAnimation(arm, u"launch");
} else if (timerName == "bounce") {
auto* bouncer = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
if (bouncer == nullptr) return;
@@ -52,7 +54,7 @@ void CatapultBaseServer::OnTimerDone(Entity* self, std::string timerName) {
if (arm == nullptr) return;
// set the arm back to natural state
GameMessages::SendPlayAnimation(arm, u"idle");
RenderComponent::PlayAnimation(arm, u"idle");
auto* bouncer = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Bouncer"));
if (bouncer == nullptr) return;

View File

@@ -4,6 +4,7 @@
#include "GameMessages.h"
#include "Character.h"
#include "dZoneManager.h"
#include "RenderComponent.h"
void CavePrisonCage::OnStartup(Entity* self) {
const auto& myNum = self->GetVar<std::u16string>(u"myNumber");
@@ -101,7 +102,7 @@ void CavePrisonCage::SpawnCounterweight(Entity* self, Spawner* spawner) {
}
// Play the 'down' animation on the button
GameMessages::SendPlayAnimation(button, u"down");
RenderComponent::PlayAnimation(button, u"down");
// Setup a timer named 'buttonGoingDown' to be triggered in 5 seconds
self->AddTimer("buttonGoingDown", 5.0f);
@@ -136,13 +137,13 @@ void CavePrisonCage::OnTimerDone(Entity* self, std::string timerName) {
// the anim of the button down is over
if (timerName == "buttonGoingDown") {
// Play the 'up' animation
GameMessages::SendPlayAnimation(self, u"up");
RenderComponent::PlayAnimation(self, u"up");
// Setup a timer named 'CageOpen' to be triggered in 1 second
self->AddTimer("CageOpen", 1.0f);
} else if (timerName == "CageOpen") {
// play the idle open anim
GameMessages::SendPlayAnimation(self, u"idle-up");
RenderComponent::PlayAnimation(self, u"idle-up");
// Get the villeger
auto* villager = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"villager"));
@@ -199,13 +200,13 @@ void CavePrisonCage::OnTimerDone(Entity* self, std::string timerName) {
}
// Play the 'up' animation on the button
GameMessages::SendPlayAnimation(button, u"up");
RenderComponent::PlayAnimation(button, u"up");
// Setup a timer named 'CageClosed' to be triggered in 1 second
self->AddTimer("CageClosed", 1.0f);
} else if (timerName == "CageClosed") {
// play the idle closed anim
GameMessages::SendPlayAnimation(self, u"idle");
RenderComponent::PlayAnimation(self, u"idle");
// Setup a timer named 'ResetPrison' to be triggered in 10 seconds
self->AddTimer("ResetPrison", 10.0f);

View File

@@ -9,6 +9,7 @@
#include "SkillComponent.h"
#include "TeamManager.h"
#include <algorithm>
#include "RenderComponent.h"
// // // // // // //
// Event handling //
@@ -261,7 +262,7 @@ void NjMonastryBossInstance::HandleCounterWeightSpawned(Entity* self, Entity* co
skillComponent->CalculateBehavior(1635, 39097, frakjaw->GetObjectID(), true, false);
}
GameMessages::SendPlayAnimation(frakjaw, StunnedAnimation);
RenderComponent::PlayAnimation(frakjaw, StunnedAnimation);
GameMessages::SendPlayNDAudioEmitter(frakjaw, UNASSIGNED_SYSTEM_ADDRESS, CounterSmashAudio);
// Before wave 4 we should lower frakjaw from the ledge
@@ -281,7 +282,7 @@ void NjMonastryBossInstance::HandleCounterWeightSpawned(Entity* self, Entity* co
}
void NjMonastryBossInstance::HandleLowerFrakjawSpawned(Entity* self, Entity* lowerFrakjaw) {
GameMessages::SendPlayAnimation(lowerFrakjaw, TeleportInAnimation);
RenderComponent::PlayAnimation(lowerFrakjaw, TeleportInAnimation);
self->SetVar<LWOOBJID>(LowerFrakjawVariable, lowerFrakjaw->GetObjectID());
auto* combatAI = lowerFrakjaw->GetComponent<BaseCombatAIComponent>();
@@ -401,7 +402,7 @@ void NjMonastryBossInstance::TeleportPlayer(Entity* player, uint32_t position) {
void NjMonastryBossInstance::SummonWave(Entity* self, Entity* frakjaw) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0, LWOOBJID_EMPTY,
LedgeFrakSummon, UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendPlayAnimation(frakjaw, SummonAnimation);
RenderComponent::PlayAnimation(frakjaw, SummonAnimation);
// Stop the music for the first, fourth and fifth wave
const auto wave = self->GetVar<uint32_t>(WaveNumberVariable);
@@ -425,7 +426,7 @@ void NjMonastryBossInstance::LowerFrakjawSummon(Entity* self, Entity* frakjaw) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification, 0, 0,
LWOOBJID_EMPTY, BottomFrakSummon, UNASSIGNED_SYSTEM_ADDRESS);
ActivityTimerStart(self, SpawnWaveTimer, 2.0f, 2.0f);
GameMessages::SendPlayAnimation(frakjaw, SummonAnimation);
RenderComponent::PlayAnimation(frakjaw, SummonAnimation);
}
void NjMonastryBossInstance::RemovePoison(Entity* self) {
@@ -444,7 +445,7 @@ void NjMonastryBossInstance::RemovePoison(Entity* self) {
}
void NjMonastryBossInstance::LowerFrakjaw(Entity* self, Entity* frakjaw) {
GameMessages::SendPlayAnimation(frakjaw, TeleportOutAnimation);
RenderComponent::PlayAnimation(frakjaw, TeleportOutAnimation);
ActivityTimerStart(self, LowerFrakjawCamTimer, 2.0f, 2.0f);
GameMessages::SendNotifyClientObject(frakjaw->GetObjectID(), StopMusicNotification, 0, 0,