#include "ImmovableTurret.h" #include "ControllablePhysicsComponent.h" #include "DestroyableComponent.h" #include "Entity.h" #include "eStateChangeType.h" void ImmovableTurret::OnStartup(Entity* self) { // SetStunImmunity (attack, interrupt) and SetStatusImmunity (pull to point, knockback); DLU keeps interrupt with the status ones if (auto* controllablePhysics = self->GetComponent()) { controllablePhysics->SetStunImmunity(eStateChangeType::PUSH, self->GetObjectID(), true, false, false, false, false, false, false); } if (auto* destroyable = self->GetComponent()) { destroyable->SetStatusImmunity(eStateChangeType::PUSH, false, false, true, true, false, false, false, false, true); } }