#include "ImaginationBackPack.h" #include "SkillComponent.h" void ImaginationBackPack::OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) { LOG("Subscribing to PlayerResurrectionFinished"); itemOwner->Subscribe(itemObjId, this, "PlayerResurrectionFinished"); } void ImaginationBackPack::NotifyPlayerResurrectionFinished(Entity& self, GameMessages::PlayerResurrectionFinished& msg) { LOG("PlayerResurrectionFinished"); auto* skillComponent = self.GetComponent(); if (!skillComponent) return; LOG("Casting skill 1334"); skillComponent->CastSkill(1334); } void ImaginationBackPack::OnFactionTriggerItemUnequipped(Entity* itemOwner, LWOOBJID itemObjId) { LOG("Unsubscribing from PlayerResurrectionFinished"); itemOwner->Unsubscribe(itemObjId, "PlayerResurrectionFinished"); }