#include "DLUVanityTeleportingObject.h" #include "GameMessages.h" #include "dServer.h" #include "VanityUtilities.h" #include "RenderComponent.h" void DLUVanityTeleportingObject::OnStartup(Entity* self) { if (!self->HasVar(u"npcName")) return; m_Object = VanityUtilities::GetObject(self->GetVarAsString(u"npcName")); if (!m_Object) return; if (self->HasVar(u"teleportInterval")) m_TeleportInterval = self->GetVar(u"teleportInterval"); self->AddTimer("setupTeleport", m_TeleportInterval); } void DLUVanityTeleportingObject::OnTimerDone(Entity* self, std::string timerName) { if (timerName == "setupTeleport") { GameMessages::SendPlayFXEffect(self->GetObjectID(), 6478, u"teleportBeam", "teleportBeam"); GameMessages::SendPlayFXEffect(self->GetObjectID(), 6478, u"teleportRings", "teleportRings"); self->AddTimer("teleport", 2.0f); self->AddTimer("stopFX", 2.0f); } else if (timerName == "stopFX") { GameMessages::SendStopFXEffect(self, true, "teleportBeam"); GameMessages::SendStopFXEffect(self, true, "teleportRings"); } else if (timerName == "teleport") { std::vector& locations = m_Object->m_Locations[Game::server->GetZoneID()]; selectLocation: VanityObjectLocation& newLocation = locations[GeneralUtils::GenerateRandomNumber(0, locations.size() - 1)]; // try to get not the same position, but if we get the same one twice, it's fine if (self->GetPosition() == newLocation.m_Position) { VanityObjectLocation& newLocation = locations[GeneralUtils::GenerateRandomNumber(0, locations.size() - 1)]; } self->SetPosition(newLocation.m_Position); self->SetRotation(newLocation.m_Rotation); GameMessages::SendPlayFXEffect(self->GetObjectID(), 6478, u"teleportBeam", "teleportBeam"); GameMessages::SendPlayFXEffect(self->GetObjectID(), 6478, u"teleportRings", "teleportRings"); self->AddTimer("stopFX", 2.0f); self->AddTimer("setupTeleport", m_TeleportInterval); } }