DarkflameServer/dScripts/02_server/Map/NT/NtSentinelWalkwayServer.cpp
Aaron Kimbrell c415d0520a
Implement some more trigger event calls and command handlers (#989)
* 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
2023-03-25 05:26:39 -05:00

46 lines
1.3 KiB
C++

#include "NtSentinelWalkwayServer.h"
#include "PhantomPhysicsComponent.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "ePhysicsEffectType.h"
void NtSentinelWalkwayServer::OnStartup(Entity* self) {
auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
if (phantomPhysicsComponent == nullptr) {
return;
}
auto force = self->GetVar<int32_t>(u"force");
if (force == 0) {
force = 115;
}
const auto forward = self->GetRotation().GetRightVector() * -1;
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
phantomPhysicsComponent->SetDirectionalMultiplier(force);
phantomPhysicsComponent->SetDirection(forward);
phantomPhysicsComponent->SetPhysicsEffectActive(true);
EntityManager::Instance()->SerializeEntity(self);
self->SetProximityRadius(3, "speedboost");
}
void NtSentinelWalkwayServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (name != "speedboost" || !entering->IsPlayer() || status != "ENTER") {
return;
}
auto* player = entering;
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}