DarkflameServer/dScripts/NtCombatChallengeExplodingDummy.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

37 lines
1.2 KiB
C++

#include "NtCombatChallengeExplodingDummy.h"
#include "EntityManager.h"
#include "SkillComponent.h"
void NtCombatChallengeExplodingDummy::OnDie(Entity* self, Entity* killer)
{
const auto challengeObjectID = self->GetVar<LWOOBJID>(u"challengeObjectID");
auto* challengeObject = EntityManager::Instance()->GetEntity(challengeObjectID);
if (challengeObject != nullptr)
{
for (CppScripts::Script* script : CppScripts::GetEntityScripts(challengeObject))
{
script->OnDie(challengeObject, killer);
}
}
}
void NtCombatChallengeExplodingDummy::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
const auto challengeObjectID = self->GetVar<LWOOBJID>(u"challengeObjectID");
auto* challengeObject = EntityManager::Instance()->GetEntity(challengeObjectID);
if (challengeObject != nullptr)
{
for (CppScripts::Script* script : CppScripts::GetEntityScripts(challengeObject))
{
script->OnHitOrHealResult(challengeObject, attacker, damage);
}
}
auto skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->CalculateBehavior(1338, 30875, attacker->GetObjectID());
}
self->Kill(attacker);
}