DarkflameServer/dScripts/ai/RACING/OBJECTS/FvRacePillarServer.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

16 lines
537 B
C++

#include "FvRacePillarServer.h"
#include "Game.h"
#include "EntityManager.h"
#include "RenderComponent.h"
void FvRacePillarServer::PlayAnimation(const std::string animName, const std::string group, const LOT lot) {
const auto entities = Game::entityManager->GetEntitiesInGroup(group);
for (const auto& entity : entities) {
if (!entity || entity->GetLOT() != lot) continue;
auto* renderComponent = entity->GetComponent<RenderComponent>();
if (!renderComponent) continue;
renderComponent->PlayAnimation(entity, animName);
}
}