#include "FvRacePillarDServer.h" #include "RenderComponent.h" #include "RacingControlComponent.h" void FvRacePillarDServer::OnCollisionPhantom(Entity* self, Entity* target) { if (!target) return; const auto racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL); if (racingControllers.empty()) return; auto* racingControlComponent = racingControllers[0]->GetComponent(); if (!racingControlComponent) return; const auto* player = racingControlComponent->GetPlayerData(target->GetObjectID()); if (!player) return; if (player->lap == 2) { PlayAnimation("crumble", "pillars", m_PillarD); PlayAnimation("roar", "dragon", m_Dragon); } }