mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-23 05:57:20 +00:00
c415d0520a
* Implement some trigger event calls and command handlers * add zone summary dimissed GM * break and remove log * some cleanup in Gather Targets and blocking out * fix default value of unlock for play cinematic * Log on errors add enum for physics effect type simplify nipoint3 logic check arg count add enum for End behavior * tryparse for nipoint3 * totally didn't forget to include it * bleh c++ is blah * ??? * address feedback * Fix for #1028
23 lines
839 B
C++
23 lines
839 B
C++
#include "ForceVolumeServer.h"
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#include "PhantomPhysicsComponent.h"
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#include "EntityManager.h"
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#include "ePhysicsEffectType.h"
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void ForceVolumeServer::OnStartup(Entity* self) {
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auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
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if (phantomPhysicsComponent == nullptr) return;
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const auto forceAmount = self->GetVar<float>(u"ForceAmt");
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const auto forceX = self->GetVar<float>(u"ForceX");
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const auto forceY = self->GetVar<float>(u"ForceY");
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const auto forceZ = self->GetVar<float>(u"ForceZ");
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
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phantomPhysicsComponent->SetDirectionalMultiplier(forceAmount);
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phantomPhysicsComponent->SetDirection({ forceX, forceY, forceZ });
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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EntityManager::Instance()->SerializeEntity(self);
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}
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