#pragma once #include "CppScripts.h" class AgSurvivalBuffStation : public CppScripts::Script { public: /** * @brief When the rebuild of self is complete, we calculate the behavior that is assigned to self in the database. * * @param self The Entity that called this script. * @param target The target of the self that called this script. */ void OnRebuildComplete(Entity* self, Entity* target) override; /** * @brief When 10 seconds have passed, smash self. * * @param self The Entity whos timer has done. * @param timerName The name of the done timer */ void OnTimerDone(Entity* self, std::string timerName) override; private: /** * Skill ID for the buff station. */ uint32_t skillIdForBuffStation = 201; /** * Behavior ID for the buff station. */ uint32_t behaviorIdForBuffStation = 1784; };