#include "SpecialPowerupSpawner.h" #include "GameMessages.h" #include "SkillComponent.h" #include "EntityManager.h" #include "eReplicaComponentType.h" void SpecialPowerupSpawner::OnStartup(Entity* self) { self->SetProximityRadius(1.5f, "powerupEnter"); self->SetVar(u"bIsDead", false); } void SpecialPowerupSpawner::OnProximityUpdate(Entity* self, Entity* entering, const std::string name, const std::string status) { if (name != "powerupEnter" && status != "ENTER") return; if (!entering->IsPlayer()) return; if (self->GetVar(u"bIsDead")) return; GameMessages::SendPlayFXEffect(self, -1, u"pickup", "", LWOOBJID_EMPTY, 1, 1, true); auto skillComponent = self->GetComponent(); if (!skillComponent) return; skillComponent->CastSkill(this->m_SkillId, entering->GetObjectID()); self->SetVar(u"bIsDead", true); self->Smash(entering->GetObjectID(), eKillType::SILENT); }