DarkflameServer/dScripts/ai/RACING/OBJECTS/FvRacePillarABCServer.cpp
David Markowitz 2ca61c3e57
feat: Dragonmaw (#1562)
* rigid as heck

* abstract physics creation to separate function

* loading

Update FvRacePillarDServer.cpp

consolidate abcd pillar logic

modularization

Update SimplePhysicsComponent.cpp

Update EntityManager.cpp

Update MovingPlatformComponent.cpp

still need another pass

* geiser works

* columns working finally

* consolidate logic

* constiness

* Update PhantomPhysicsComponent.cpp

* Update PhysicsComponent.cpp

* revert testing code

* add versions info

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Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2024-05-10 09:22:26 -05:00

35 lines
1.2 KiB
C++

#include "FvRacePillarABCServer.h"
#include "RenderComponent.h"
#include "RacingControlComponent.h"
void FvRacePillarABCServer::OnCollisionPhantom(Entity* self, Entity* target) {
if (!target) return;
const auto racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
if (racingControllers.empty()) return;
auto* racingControlComponent = racingControllers[0]->GetComponent<RacingControlComponent>();
if (!racingControlComponent) return;
const auto* player = racingControlComponent->GetPlayerData(target->GetObjectID());
if (!player || player->lap != 1) return;
PlayAnimation("crumble", "pillars", m_PillarA);
PlayAnimation("roar", "dragon", m_Dragon);
self->AddTimer("PillarBFall", 2.5f);
self->AddTimer("PillarCFall", 3.7f);
self->AddTimer("DeleteObject", 3.8f);
}
void FvRacePillarABCServer::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "PillarBFall") {
PlayAnimation("crumble", "pillars", m_PillarB);
} else if (timerName == "PillarCFall") {
PlayAnimation("crumble", "pillars", m_PillarC);
} else if (timerName == "DeleteObject") {
Game::entityManager->DestroyEntity(self);
}
}