#include "NtSentinelWalkwayServer.h" #include "PhantomPhysicsComponent.h" #include "EntityManager.h" #include "MissionComponent.h" void NtSentinelWalkwayServer::OnStartup(Entity* self) { auto* phantomPhysicsComponent = self->GetComponent(); if (phantomPhysicsComponent == nullptr) { return; } auto force = self->GetVar(u"force"); if (force == 0) { force = 115; } const auto forward = self->GetRotation().GetRightVector() * -1; phantomPhysicsComponent->SetEffectType(0); // PUSH phantomPhysicsComponent->SetDirectionalMultiplier(force); phantomPhysicsComponent->SetDirection(forward); phantomPhysicsComponent->SetPhysicsEffectActive(true); EntityManager::Instance()->SerializeEntity(self); self->SetProximityRadius(3, "speedboost"); } void NtSentinelWalkwayServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) { if (name != "speedboost" || !entering->IsPlayer() || status != "ENTER") { return; } auto* player = entering; auto* missionComponent = player->GetComponent(); if (missionComponent != nullptr) { missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT()); } }