DarkflameServer/dScripts/ZoneAgProperty.h
David Markowitz 8cdb388915
Optimize scripts for faster compilation (#597)
* Implement Precompiled Headers

* First volume of optimizations

* Scripts A-B

Gonna be doing this in alphabetical order now.

* C Scripts and remove unneeded includes from base cppscripts header

Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.

* D scripts

* F scripts

* F scripts 2

Finish up removing extraneous includes from scripts that start with the letter F

* G scripts

Removing extraneous includes from scripts that start with the letter G

* I scripts

Removing extraneous includes from scripts that start with the letter I

* M-Z scripts

Removing extraneous includes from scripts that start with the letter M-Z

* Revert "Implement Precompiled Headers"

This reverts commit d79d8d4991.

* Revert "Revert "Implement Precompiled Headers""

This reverts commit 0597faf308.

* Add back in PCH

Add back in PCH

* Fix CMake

Whitespace

Remove duplicate file glob

Remove newline
2022-07-04 23:00:10 -07:00

65 lines
3.0 KiB
C++

#pragma once
#include "BasePropertyServer.h"
class ZoneAgProperty : public BasePropertyServer {
public:
void SetGameVariables(Entity *self) override;
void OnStartup(Entity* self) override;
void OnPlayerLoaded(Entity* self, Entity* player) override;
void OnZoneLoadedInfo(Entity* self);
void OnZonePropertyRented(Entity* self, Entity* player) override;
void OnZonePropertyModelPlaced(Entity* self, Entity* player) override;
void OnZonePropertyModelPickedUp(Entity* self, Entity* player) override;
void OnZonePropertyModelRemoved(Entity* self, Entity* player) override;
void OnZonePropertyModelRemovedWhileEquipped(Entity* self, Entity* player) override;
void OnZonePropertyModelRotated(Entity* self, Entity* player) override;
void OnZonePropertyEditBegin(Entity* self) override;
void OnZonePropertyModelEquipped(Entity* self) override;
void OnZonePropertyEditEnd(Entity* self) override;
void OnPlayerExit(Entity* self);
void OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) override { BaseOnFireEventServerSide(self, sender, args); }
virtual void BaseOnFireEventServerSide(Entity* self, Entity* sender, std::string args);
void OnTimerDone(Entity* self, std::string timerName) override;
void BaseTimerDone(Entity *self, const std::string &timerName) override;
void PropGuardCheck(Entity* self, Entity* player) override;
void LoadInstance(Entity* self);
void LoadProperty(Entity* self);
void ProcessGroupObjects(Entity* self, std::string group);
void SpawnSpots(Entity* self) override;
void KillSpots(Entity* self) override;
void StartMaelstrom(Entity* self, Entity* player) override;
void SpawnCrashedRocket(Entity* self);
void KillCrashedRocket(Entity* self);
uint32_t RetrieveSpawnerId(Entity* self, const std::string& spawner);
void NotifyDie(Entity* self);
void RemovePlayerRef(Entity* self);
protected:
std::string destroyedCinematic = "DestroyMaelstrom";
std::vector<uint32_t> ROFTargetGroupIdTable {};
std::u16string LandTargetGroup = u"LandTargetGroup";
std::u16string SpiderScreamGroup = u"SpiderScreamGroup";
std::u16string ROFTargetsGroup = u"ROFTargetsGroup";
std::u16string SpiderEggsGroup = u"SpiderEggsGroup";
std::u16string RocksGroup = u"RocksGroup";
std::u16string ZoneVolumesGroup = u"ZoneVolumesGroup";
std::u16string EnemiesSpawner = u"EnemiesSpawner";
std::u16string BossSensorSpawner = u"BossSensorSpawner";
std::u16string LandTargetSpawner = u"LandTargetSpawner";
std::u16string SpiderScreamSpawner = u"SpiderScreamSpawner";
std::u16string ROFTargetsSpawner = u"ROFTargetsSpawner";
std::u16string SpiderEggsSpawner = u"SpiderEggsSpawner";
std::u16string RocksSpawner = u"RocksSpawner";
std::u16string SpiderRocketSpawner = u"SpiderRocketSpawner";
std::u16string MailboxSpawner = u"MailboxSpawner";
std::u16string LauncherSpawner = u"LauncherSpawner";
std::u16string InstancerSpawner = u"InstancerSpawner";
};