#include "LightningOrbServer.h" void LightningOrbServer::OnCollisionPhantom(Entity* self, Entity* target) { GameMessages::GetPosition playerPos; playerPos.Send(target->GetObjectID()); GameMessages::GetPosition selfPos; selfPos.Send(self->GetObjectID()); const NiPoint3 newVec((playerPos.pos.x - selfPos.pos.x) * 2.5, 15, (playerPos.pos.z - selfPos.pos.z) * 2.5); // ahhhh aron said to put a TODO here moving platforms don't work lol. disable this so people can actually do the puzzle // GameMessages::SendKnockback(target->GetObjectID(), self->GetObjectID(), self->GetObjectID(), 0, newVec); // GameMessages::SendPlayFXEffect(target->GetObjectID(), -1, u"knockback", "knockback"); }