#include "BaseEnemySpiderling.h" #include "ControllablePhysicsComponent.h" #include "DestroyableComponent.h" #include "Entity.h" #include "eStateChangeType.h" void BaseEnemySpiderling::OnStartup(Entity* self) { // SetStunImmunity: attack, interrupt, move, turn, use item, equip, interact auto* controllablePhysicsComponent = self->GetComponent(); if (controllablePhysicsComponent) { controllablePhysicsComponent->SetStunImmunity(eStateChangeType::PUSH, self->GetObjectID(), true, true, true, false, true, true, true); // attack, equip, interact, jump, move, turn, use item } // SetStatusImmunity: pull to point and knockback; the interrupt immunity of SetStunImmunity lives here in DLU auto* destroyableComponent = self->GetComponent(); if (destroyableComponent) { destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, false, false, true, true, false, false, false, false, true); } }