#include "WaveBossApe.h" #include "BaseCombatAIComponent.h" #include "Entity.h" void WaveBossApe::OnStartup(Entity* self) { BaseWavesGenericEnemy::OnStartup(self); self->SetVar(u"QuickbuildAnchorLOT", 12900); self->SetVar(u"GroundPoundSkill", 725); self->SetVar(u"reviveTime", 12); self->SetVar(u"AnchorDamageDelayTime", 0.5f); self->SetVar(u"spawnQBTime", 5.0f); auto combatAIComponent = self->GetComponent(); if (combatAIComponent != nullptr) { combatAIComponent->SetDisabled(true); combatAIComponent->SetStunImmune(true); } self->AddToGroup("boss"); BaseEnemyApe::OnStartup(self); } void WaveBossApe::OnDie(Entity* self, Entity* killer) { BaseWavesGenericEnemy::OnDie(self, killer); BaseEnemyApe::OnDie(self, killer); } void WaveBossApe::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) { if (args == "startAI") { auto combatAIComponent = self->GetComponent(); if (combatAIComponent != nullptr) { combatAIComponent->SetDisabled(false); combatAIComponent->SetStunImmune(false); } } else { BaseEnemyApe::OnFireEventServerSide(self, sender, args, param1, param2, param3); } }