#include "ActSharkPlayerDeathTrigger.h" #include "MissionComponent.h" #include "MissionTaskType.h" #include "Entity.h" void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) { if (args == "achieve") { auto missionComponent = sender->GetComponent(); if (!missionComponent) return; missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, 8419); if (sender->GetIsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready if (sender->GetCharacter()) { sender->Smash(self->GetObjectID(), eKillType::VIOLENT, u"big-shark-death"); } } }