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https://github.com/DarkflameUniverse/DarkflameServer.git
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e524b86e12
* breakout the component types into a scoped enum tested that things are the same as they were before * fix missed rename * fix brick-by-brick name to be crafting because that's what it is
49 lines
1.2 KiB
C++
49 lines
1.2 KiB
C++
#include "SpecialImaginePowerupSpawner.h"
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#include "GameMessages.h"
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#include "SkillComponent.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "eReplicaComponentType.h"
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void SpecialImaginePowerupSpawner::OnStartup(Entity* self) {
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self->SetProximityRadius(1.5f, "powerupEnter");
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self->SetVar(u"bIsDead", false);
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}
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void SpecialImaginePowerupSpawner::OnProximityUpdate(Entity* self, Entity* entering, const std::string name, const std::string status) {
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if (name != "powerupEnter" && status != "ENTER") {
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return;
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}
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if (entering->GetLOT() != 1) {
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return;
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}
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if (self->GetVar<bool>(u"bIsDead")) {
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return;
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}
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GameMessages::SendPlayFXEffect(self, -1, u"pickup", "", LWOOBJID_EMPTY, 1, 1, true);
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SkillComponent* skillComponent;
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if (!self->TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) {
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return;
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}
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const auto source = entering->GetObjectID();
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skillComponent->CalculateBehavior(13, 20, source);
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DestroyableComponent* destroyableComponent;
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if (!self->TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent)) {
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return;
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}
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self->SetVar(u"bIsDead", true);
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self->AddCallbackTimer(1.0f, [self]() {
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EntityManager::Instance()->ScheduleForKill(self);
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});
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}
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