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0545adfac3
Have fun!
40 lines
1.5 KiB
C++
40 lines
1.5 KiB
C++
#include "BaseEnemyMech.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "ControllablePhysicsComponent.h"
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#include "EntityManager.h"
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#include "dpWorld.h"
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#include "GeneralUtils.h"
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void BaseEnemyMech::OnDie(Entity* self, Entity* killer) {
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ControllablePhysicsComponent* controlPhys = static_cast<ControllablePhysicsComponent*>(self->GetComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS));
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if (!controlPhys) return;
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NiPoint3 newLoc = {controlPhys->GetPosition().x, dpWorld::Instance().GetHeightAtPoint(controlPhys->GetPosition()), controlPhys->GetPosition().z };
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//NiPoint3 newLoc = { controlPhys->GetPosition().x, controlPhys->GetPosition().y, controlPhys->GetPosition().z };
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EntityInfo info = EntityInfo();
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std::vector<LDFBaseData*> cfg;
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std::u16string activatorPosStr;
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activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().x));
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activatorPosStr.push_back(0x1f);
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activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().y));
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activatorPosStr.push_back(0x1f);
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activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().z));
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LDFBaseData* activatorPos = new LDFData<std::u16string>(u"rebuild_activators", activatorPosStr);
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cfg.push_back(activatorPos);
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info.lot = qbTurretLOT;
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info.pos = newLoc;
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info.rot = controlPhys->GetRotation();
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info.spawnerID = self->GetObjectID();
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info.settings = cfg;
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Entity* turret = EntityManager::Instance()->CreateEntity(info, nullptr);
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if (turret) {
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EntityManager::Instance()->ConstructEntity(turret);
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}
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}
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