#include "AmSkullkinDrillStand.h" #include "GameMessages.h" #include "dpEntity.h" #include "Entity.h" #include "RenderComponent.h" void AmSkullkinDrillStand::OnStartup(Entity* self) { self->SetVar(u"bActive", true); self->SetProximityRadius(new dpEntity(self->GetObjectID(), { 6, 14, 6 }), "knockback"); } void AmSkullkinDrillStand::OnNotifyObject(Entity* self, Entity* sender, const std::u16string& name, int32_t param1, int32_t param2) { } void AmSkullkinDrillStand::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) { if (!self->GetVar(u"bActive")) { return; } if (!entering->IsPlayer() || status != "ENTER" || name != "knockback") { return; } auto myPos = self->GetPosition(); auto objPos = entering->GetPosition(); NiPoint3 newVec = { (objPos.x - myPos.x) * 4.5f, 15, (objPos.z - myPos.z) * 4.5f }; GameMessages::SendKnockback(entering->GetObjectID(), self->GetObjectID(), self->GetObjectID(), 0, newVec); GameMessages::SendPlayFXEffect(entering->GetObjectID(), 1378, u"create", "pushBack"); RenderComponent::PlayAnimation(entering, u"knockback-recovery"); }