DarkflameServer/dScripts/BaseEnemyMech.cpp
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

44 lines
1.6 KiB
C++

#include "BaseEnemyMech.h"
#include "Entity.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
#include "dpWorld.h"
#include "GeneralUtils.h"
#include "DestroyableComponent.h"
void BaseEnemyMech::OnStartup(Entity* self) {
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->SetFaction(4);
}
}
void BaseEnemyMech::OnDie(Entity* self, Entity* killer) {
ControllablePhysicsComponent* controlPhys = static_cast<ControllablePhysicsComponent*>(self->GetComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS));
if (!controlPhys) return;
NiPoint3 newLoc = {controlPhys->GetPosition().x, dpWorld::Instance().GetHeightAtPoint(controlPhys->GetPosition()), controlPhys->GetPosition().z };
EntityInfo info = EntityInfo();
std::vector<LDFBaseData*> cfg;
std::u16string activatorPosStr;
activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().x));
activatorPosStr.push_back(0x1f);
activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().y));
activatorPosStr.push_back(0x1f);
activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().z));
LDFBaseData* activatorPos = new LDFData<std::u16string>(u"rebuild_activators", activatorPosStr);
cfg.push_back(activatorPos);
info.lot = qbTurretLOT;
info.pos = newLoc;
info.rot = controlPhys->GetRotation();
info.spawnerID = self->GetObjectID();
info.settings = cfg;
Entity* turret = EntityManager::Instance()->CreateEntity(info, nullptr);
if (turret) {
EntityManager::Instance()->ConstructEntity(turret);
}
}