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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
43 lines
2.0 KiB
C++
43 lines
2.0 KiB
C++
#include "ZoneAgMedProperty.h"
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#include "Entity.h"
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void ZoneAgMedProperty::SetGameVariables(Entity *self) {
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self->SetVar<std::string>(ClaimMarkerGroup, "ClaimMarker");
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self->SetVar<std::string>(GeneratorGroup, "Generator");
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self->SetVar<std::string>(GuardGroup, "Guard");
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self->SetVar<std::string>(PropertyPlaqueGroup, "PropertyPlaque");
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self->SetVar<std::string>(PropertyVendorGroup, "PropertyVendor");
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self->SetVar<std::string>(SpotsGroup, "Spots");
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self->SetVar<std::string>(MSCloudsGroup, "maelstrom");
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self->SetVar<std::string>(EnemiesGroup, "Enemies");
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self->SetVar<std::string>(FXManagerGroup, "FXObject");
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self->SetVar<std::string>(ImagOrbGroup, "Orb");
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self->SetVar<std::string>(GeneratorFXGroup, "GeneratorFX");
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self->SetVar<std::vector<std::string>>(EnemiesSpawner, {
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"StrombieWander", "Strombies", "Mechs", "OtherEnemy"
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});
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self->SetVar<std::string>(ClaimMarkerSpawner, "ClaimMarker");
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self->SetVar<std::string>(GeneratorSpawner, "Generator");
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self->SetVar<std::string>(DamageFXSpawner, "MaelstromFX");
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self->SetVar<std::string>(FXSpotsSpawner, "MaelstromSpots");
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self->SetVar<std::string>(PropertyMGSpawner, "PropertyGuard");
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self->SetVar<std::string>(ImageOrbSpawner, "Orb");
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self->SetVar<std::string>(GeneratorFXSpawner, "GeneratorFX");
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self->SetVar<std::string>(SmashablesSpawner, "Smashables");
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self->SetVar<std::string>(FXManagerSpawner, "FXObject");
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self->SetVar<std::string>(PropObjsSpawner, "BankObj");
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self->SetVar<std::vector<std::string>>(AmbientFXSpawner, { "BirdFX", "SunBeam" });
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self->SetVar<std::vector<std::string>>(BehaviorObjsSpawner, {});
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self->SetVar<uint32_t>(defeatedProperyFlag, 118);
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self->SetVar<uint32_t>(placedModelFlag, 119);
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self->SetVar<uint32_t>(guardMissionFlag, 1293);
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self->SetVar<uint32_t>(brickLinkMissionIDFlag, 1294);
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self->SetVar<std::string>(passwordFlag, "s3kratK1ttN");
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self->SetVar<LOT>(generatorIdFlag, 10118);
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self->SetVar<LOT>(orbIDFlag, 10226);
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self->SetVar<LOT>(behaviorQBID, 10445);
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}
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