DarkflameServer/dScripts/ActSharkPlayerDeathTrigger.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

21 lines
786 B
C++

#include "ActSharkPlayerDeathTrigger.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
#include "Entity.h"
void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1,
int32_t param2, int32_t param3) {
if (args == "achieve") {
auto missionComponent = sender->GetComponent<MissionComponent>();
if (!missionComponent) return;
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, 8419);
if (sender->GetIsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
if (sender->GetCharacter()) {
sender->Smash(self->GetObjectID(), eKillType::VIOLENT, u"big-shark-death");
}
}
}