#include "PersonalFortress.h" #include "GameMessages.h" #include "SkillComponent.h" #include "DestroyableComponent.h" #include "EntityManager.h" void PersonalFortress::OnStartup(Entity* self) { auto* owner = self->GetOwner(); self->AddTimer("FireSkill", 1.5); GameMessages::SendSetStunned(owner->GetObjectID(), PUSH, owner->GetSystemAddress(), LWOOBJID_EMPTY, true, true, true, true, true, true, true, true, true ); auto* destroyableComponent = owner->GetComponent(); if (destroyableComponent != nullptr) { destroyableComponent->PushImmunity(); } EntityManager::Instance()->SerializeEntity(owner); } void PersonalFortress::OnDie(Entity* self, Entity* killer) { auto* owner = self->GetOwner(); GameMessages::SendSetStunned(owner->GetObjectID(), POP, owner->GetSystemAddress(), LWOOBJID_EMPTY, true, true, true, true, true, true, true, true, true ); auto* destroyableComponent = owner->GetComponent(); if (destroyableComponent != nullptr) { destroyableComponent->PopImmunity(); } EntityManager::Instance()->SerializeEntity(owner); } void PersonalFortress::OnTimerDone(Entity* self, std::string timerName) { if (timerName == "FireSkill") { auto* owner = self->GetOwner(); auto* skillComponent = self->GetComponent(); if (skillComponent == nullptr) { return; } skillComponent->CalculateBehavior(650, 13364, LWOOBJID_EMPTY, true, false); } }