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	2ca61c3e57
	
	
	
		
			
			* rigid as heck * abstract physics creation to separate function * loading Update FvRacePillarDServer.cpp consolidate abcd pillar logic modularization Update SimplePhysicsComponent.cpp Update EntityManager.cpp Update MovingPlatformComponent.cpp still need another pass * geiser works * columns working finally * consolidate logic * constiness * Update PhantomPhysicsComponent.cpp * Update PhysicsComponent.cpp * revert testing code * add versions info --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
		
			
				
	
	
		
			31 lines
		
	
	
		
			1003 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			31 lines
		
	
	
		
			1003 B
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "FvRaceDragon.h"
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| #include "RenderComponent.h"
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| #include "RacingControlComponent.h"
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| 
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| void FvRaceDragon::OnCollisionPhantom(Entity* self, Entity* target) {
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| 	if (!target) return;
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| 
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| 	const auto racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
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| 	if (racingControllers.empty()) return;
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| 
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| 	auto* racingControlComponent = racingControllers[0]->GetComponent<RacingControlComponent>();
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| 	if (!racingControlComponent) return;
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| 
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| 	const auto* player = racingControlComponent->GetPlayerData(target->GetObjectID());
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| 	if (!player) return;
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| 
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| 	if (player->lap != m_Lap) return;
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| 
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| 	const auto dragons = Game::entityManager->GetEntitiesInGroup("dragon");
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| 	for (const auto& dragon : dragons) {
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| 		if (!dragon || dragon->GetLOT() != this->m_Dragon) continue;
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| 
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| 		auto* renderComponent = dragon->GetComponent<RenderComponent>();
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| 		if (!renderComponent) continue;
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| 
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| 		renderComponent->PlayAnimation(dragon, m_LapAnimName);
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| 		
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| 	}
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| 	Game::entityManager->DestroyEntity(self);
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| }
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