#include "GfTikiTorch.h" #include "GameMessages.h" #include "EntityManager.h" #include "MissionComponent.h" #include "RenderComponent.h" #include "eMissionTaskType.h" #include "eReplicaComponentType.h" #include "RenderComponent.h" #include "eTerminateType.h" void GfTikiTorch::OnStartup(Entity* self) { LightTorch(self); } void GfTikiTorch::OnUse(Entity* self, Entity* killer) { if (self->GetBoolean(u"isInUse")) { self->SetBoolean(u"isInUse", false); return; } RenderComponent::PlayAnimation(self, u"interact"); self->SetI64(u"userID", killer->GetObjectID()); for (int i = 0; i < m_numspawn; i++) { GameMessages::SendDropClientLoot(killer, self->GetObjectID(), 935, 0, self->GetPosition()); } self->AddTimer("InteractionCooldown", 4); } void GfTikiTorch::OnTimerDone(Entity* self, std::string timerName) { if (timerName == "Relight") { LightTorch(self); } else if (timerName == "InteractionCooldown") { Entity* player = EntityManager::Instance()->GetEntity(self->GetI64(u"userID")); if (player != nullptr && player->GetCharacter()) { GameMessages::SendTerminateInteraction(player->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID()); } self->SetBoolean(u"isInUse", false); self->SetI64(u"userID", 0); } } void GfTikiTorch::LightTorch(Entity* self) { auto renderComponent = self->GetComponent(); if (renderComponent == nullptr) return; self->SetBoolean(u"isInUse", false); renderComponent->PlayEffect(611, u"fire", "tikitorch"); self->SetBoolean(u"isBurning", true); } void GfTikiTorch::OnSkillEventFired(Entity* self, Entity* caster, const std::string& message) { if (self->GetBoolean(u"isBurning") && message == "waterspray") { RenderComponent::PlayAnimation(self, u"water"); auto renderComponent = self->GetComponent(); if (renderComponent != nullptr) { renderComponent->StopEffect("tikitorch"); renderComponent->PlayEffect(611, u"water", "water"); renderComponent->PlayEffect(611, u"steam", "steam"); } auto casterMissionComponent = caster->GetComponent(); if (casterMissionComponent != nullptr) { for (const auto missionID : m_missions) { casterMissionComponent->ForceProgressTaskType(missionID, static_cast(eMissionTaskType::SCRIPT), 1); } } self->AddTimer("Relight", 7.0f); self->SetBoolean(u"isBurning", false); } }