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https://github.com/DarkflameUniverse/DarkflameServer.git
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6aa90ad5b2
* Breakout rest of the enums from dcommonvars so we don't have to deal with merge conflicts ePlayerFlags is not a scoped enum, yet, due to it's complexity * address feedback * make player flag types consistent * fix typo
86 lines
2.2 KiB
C++
86 lines
2.2 KiB
C++
#include "RaceMaelstromGeiser.h"
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#include "GameMessages.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "EntityManager.h"
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#include "RacingControlComponent.h"
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#include "dZoneManager.h"
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void RaceMaelstromGeiser::OnStartup(Entity* self) {
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self->SetVar(u"AmFiring", false);
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self->AddTimer("downTime", self->GetVar<int32_t>(u"startTime"));
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self->SetProximityRadius(15, "deathZone");
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}
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void RaceMaelstromGeiser::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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if (!entering->IsPlayer() || name != "deathZone" || status != "ENTER") {
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return;
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}
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if (!self->GetVar<bool>(u"AmFiring")) {
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return;
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}
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auto* possessableComponent = entering->GetComponent<PossessableComponent>();
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Entity* vehicle;
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Entity* player;
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if (possessableComponent != nullptr) {
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player = EntityManager::Instance()->GetEntity(possessableComponent->GetPossessor());
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if (player == nullptr) {
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return;
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}
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vehicle = entering;
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} else if (entering->IsPlayer()) {
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auto* possessorComponent = entering->GetComponent<PossessorComponent>();
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if (possessorComponent == nullptr) {
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return;
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}
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vehicle = EntityManager::Instance()->GetEntity(possessorComponent->GetPossessable());
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if (vehicle == nullptr) {
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return;
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}
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player = entering;
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} else {
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return;
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}
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GameMessages::SendDie(vehicle, self->GetObjectID(), LWOOBJID_EMPTY, true, eKillType::VIOLENT, u"", 0, 0, 0, true, false, 0);
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auto* zoneController = dZoneManager::Instance()->GetZoneControlObject();
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auto* racingControlComponent = zoneController->GetComponent<RacingControlComponent>();
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if (racingControlComponent != nullptr) {
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racingControlComponent->OnRequestDie(player);
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}
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}
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void RaceMaelstromGeiser::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "downTime") {
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 4048, u"rebuild_medium", "geiser", LWOOBJID_EMPTY, 1, 1, true);
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self->AddTimer("buildUpTime", 1);
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} else if (timerName == "buildUpTime") {
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self->SetVar(u"AmFiring", true);
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self->AddTimer("killTime", 1.5f);
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} else if (timerName == "killTime") {
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GameMessages::SendStopFXEffect(self, true, "geiser");
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self->SetVar(u"AmFiring", false);
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self->AddTimer("downTime", 3.0);
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}
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}
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