DarkflameServer/dScripts/SpecialImaginePowerupSpawner.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

55 lines
1.2 KiB
C++

#include "SpecialImaginePowerupSpawner.h"
#include "GameMessages.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
void SpecialImaginePowerupSpawner::OnStartup(Entity* self)
{
self->SetProximityRadius(1.5f, "powerupEnter");
self->SetVar(u"bIsDead", false);
}
void SpecialImaginePowerupSpawner::OnProximityUpdate(Entity* self, Entity* entering, const std::string name, const std::string status)
{
if (name != "powerupEnter" && status != "ENTER")
{
return;
}
if (entering->GetLOT() != 1)
{
return;
}
if (self->GetVar<bool>(u"bIsDead"))
{
return;
}
GameMessages::SendPlayFXEffect(self, -1, u"pickup", "", LWOOBJID_EMPTY, 1, 1, true);
SkillComponent* skillComponent;
if (!self->TryGetComponent(COMPONENT_TYPE_SKILL, skillComponent))
{
return;
}
const auto source = entering->GetObjectID();
skillComponent->CalculateBehavior(13, 20, source);
DestroyableComponent* destroyableComponent;
if (!self->TryGetComponent(COMPONENT_TYPE_DESTROYABLE, destroyableComponent))
{
return;
}
self->SetVar(u"bIsDead", true);
self->AddCallbackTimer(1.0f, [self]() {
EntityManager::Instance()->ScheduleForKill(self);
});
}