#include "ActNinjaTurret.h" void ActNinjaTurret::OnRebuildNotifyState(Entity* self, eRebuildState state) { Game::logger->Log("ActNinjaTurret", "Rebuild state: %i\n", state); if (state == eRebuildState::REBUILD_COMPLETED) { Game::logger->Log("ActNinjaTurret", "I am build\n"); self->SetVar(u"AmBuilt", true); } else if (state == eRebuildState::REBUILD_RESETTING) { Game::logger->Log("ActNinjaTurret", "I am not build\n"); self->SetVar(u"AmBuilt", false); } } void ActNinjaTurret::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2, int32_t param3) { Game::logger->Log("ActNinjaTurret", "Got server side event %s\n", args.c_str()); if (args == "ISpawned" && self->GetVar(u"AmBuilt")) { sender->Smash(); } }