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8cdb388915
* 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 commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
21 lines
786 B
C++
21 lines
786 B
C++
#include "ActSharkPlayerDeathTrigger.h"
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#include "MissionComponent.h"
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#include "MissionTaskType.h"
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#include "Entity.h"
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void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1,
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int32_t param2, int32_t param3) {
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if (args == "achieve") {
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auto missionComponent = sender->GetComponent<MissionComponent>();
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if (!missionComponent) return;
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, 8419);
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if (sender->GetIsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
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if (sender->GetCharacter()) {
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sender->Smash(self->GetObjectID(), eKillType::VIOLENT, u"big-shark-death");
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}
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}
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}
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