#include "WildGfGlowbug.h" #include "GameMessages.h" #include "EffectsMessages.h" void WildGfGlowbug::OnStartup(Entity* self){ self->SetVar(u"switch", false); } void WildGfGlowbug::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) { if (args == "physicsReady") { auto switchState = self->GetVar(u"switch"); if (!switchState) { GameMessages::StopFXEffect(self->GetObjectID(), true, "glowlight").Send(UNASSIGNED_SYSTEM_ADDRESS); } else if (switchState) { GameMessages::PlayFXEffect(self->GetObjectID(), -1, u"light", "glowlight").Send(UNASSIGNED_SYSTEM_ADDRESS); } } } void WildGfGlowbug::OnUse(Entity* self, Entity* user) { auto switchState = self->GetVar(u"switch"); if (switchState) { GameMessages::StopFXEffect(self->GetObjectID(), true, "glowlight").Send(UNASSIGNED_SYSTEM_ADDRESS); self->SetVar(u"switch", false); } else if (!switchState) { GameMessages::PlayFXEffect(self->GetObjectID(), -1, u"light", "glowlight").Send(UNASSIGNED_SYSTEM_ADDRESS); self->SetVar(u"switch", true); } }