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https://github.com/DarkflameUniverse/DarkflameServer.git
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b432a3f5da
Clean up macros more tomorrow Cleanup and optimize CDActivities table Remove unused include Further work on CDActivityRewards Update MasterServer.cpp Further animations work Activities still needs work for a better PK. fix type All of these replacements worked Create internal interface for animations Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
38 lines
1.1 KiB
C++
38 lines
1.1 KiB
C++
#include "AmSkullkinDrillStand.h"
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#include "GameMessages.h"
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#include "dpEntity.h"
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#include "Entity.h"
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#include "RenderComponent.h"
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void AmSkullkinDrillStand::OnStartup(Entity* self) {
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self->SetVar(u"bActive", true);
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self->SetProximityRadius(new dpEntity(self->GetObjectID(), { 6, 14, 6 }), "knockback");
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}
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void AmSkullkinDrillStand::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
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}
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void AmSkullkinDrillStand::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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if (!self->GetVar<bool>(u"bActive")) {
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return;
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}
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if (!entering->IsPlayer() || status != "ENTER" || name != "knockback") {
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return;
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}
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auto myPos = self->GetPosition();
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auto objPos = entering->GetPosition();
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NiPoint3 newVec = { (objPos.x - myPos.x) * 4.5f, 15, (objPos.z - myPos.z) * 4.5f };
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GameMessages::SendKnockback(entering->GetObjectID(), self->GetObjectID(), self->GetObjectID(), 0, newVec);
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GameMessages::SendPlayFXEffect(entering->GetObjectID(), 1378, u"create", "pushBack");
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RenderComponent::PlayAnimation(entering, u"knockback-recovery");
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}
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