#include "NpcNpJetpackGuy.h" #include "Entity.h" #include "GameMessages.h" #include "EffectsMessages.h" void NpcNpJetpackGuy::OnUse(Entity* self, Entity* user) { // No effect ID, the client plays the object's own effect of this type. GameMessages::PlayFXEffect(self->GetObjectID(), -1, u"launch", "").Send(UNASSIGNED_SYSTEM_ADDRESS); }