DarkflameServer/dScripts/ai/AG/ActSharkPlayerDeathTrigger.cpp
David Markowitz 8d37d9b681
Organize dScripts (#814)
* Organize dScripts

whitespace

Remove parent scope

Remove parent scope from initial setter

Remove debug

Remove helper programs

* Fix NtImagimeterVisibility script

Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
2022-11-03 12:57:54 -05:00

21 lines
732 B
C++

#include "ActSharkPlayerDeathTrigger.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
#include "Entity.h"
void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
int32_t param2, int32_t param3) {
if (args == "achieve") {
auto missionComponent = sender->GetComponent<MissionComponent>();
if (!missionComponent) return;
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, 8419);
if (sender->GetIsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
if (sender->GetCharacter()) {
sender->Smash(self->GetObjectID(), eKillType::VIOLENT, u"big-shark-death");
}
}
}