#include "BaseEnemyMech.h" #include "Entity.h" #include "ControllablePhysicsComponent.h" #include "EntityManager.h" #include "dpWorld.h" #include "EntityInfo.h" #include "GeneralUtils.h" #include "DestroyableComponent.h" #include "eReplicaComponentType.h" #include "dNavMesh.h" void BaseEnemyMech::OnStartup(Entity* self) { auto* destroyableComponent = self->GetComponent(); if (destroyableComponent != nullptr) { destroyableComponent->SetFaction(4); } } void BaseEnemyMech::OnDie(Entity* self, Entity* killer) { ControllablePhysicsComponent* controlPhys = static_cast(self->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS)); if (!controlPhys) return; NiPoint3 newLoc = { controlPhys->GetPosition().x, dpWorld::GetNavMesh()->GetHeightAtPoint(controlPhys->GetPosition()), controlPhys->GetPosition().z }; EntityInfo info = EntityInfo(); std::vector cfg; std::u16string activatorPosStr; activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().x)); activatorPosStr.push_back(0x1f); activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().y)); activatorPosStr.push_back(0x1f); activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().z)); LDFBaseData* activatorPos = new LDFData(u"rebuild_activators", activatorPosStr); cfg.push_back(activatorPos); info.lot = qbTurretLOT; info.pos = newLoc; info.rot = controlPhys->GetRotation(); info.spawnerID = self->GetObjectID(); info.settings = cfg; Entity* turret = Game::entityManager->CreateEntity(info, nullptr); if (turret) { Game::entityManager->ConstructEntity(turret); } }