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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
42 lines
1.4 KiB
C++
42 lines
1.4 KiB
C++
#include "WaveBossApe.h"
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#include "BaseCombatAIComponent.h"
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#include "Entity.h"
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void WaveBossApe::OnStartup(Entity *self) {
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BaseWavesGenericEnemy::OnStartup(self);
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self->SetVar<LOT>(u"QuickbuildAnchorLOT", 12900);
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self->SetVar<uint32_t>(u"GroundPoundSkill", 725);
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self->SetVar<float_t>(u"reviveTime", 12);
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self->SetVar<float_t>(u"AnchorDamageDelayTime", 0.5f);
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self->SetVar<float_t>(u"spawnQBTime", 5.0f);
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auto* combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (combatAIComponent != nullptr) {
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combatAIComponent->SetDisabled(true);
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combatAIComponent->SetStunImmune(true);
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}
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self->AddToGroup("boss");
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BaseEnemyApe::OnStartup(self);
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}
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void WaveBossApe::OnDie(Entity *self, Entity *killer) {
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BaseWavesGenericEnemy::OnDie(self, killer);
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BaseEnemyApe::OnDie(self, killer);
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}
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void WaveBossApe::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
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int32_t param3) {
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if (args == "startAI") {
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auto* combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (combatAIComponent != nullptr) {
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combatAIComponent->SetDisabled(false);
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combatAIComponent->SetStunImmune(false);
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}
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} else {
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BaseEnemyApe::OnFireEventServerSide(self, sender, args, param1, param2, param3);
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}
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}
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