DarkflameServer/dScripts/02_server/Map/AM/AmSkullkinDrillStand.cpp
David Markowitz 92006123b8 Another consistency pass
- change NotifyObject to use u16 string
- move stuff to header that is inline
- use u16strings instead of converting to u16 string
- move entity to dEntity
2023-06-16 01:01:13 -07:00

38 lines
1.1 KiB
C++

#include "AmSkullkinDrillStand.h"
#include "GameMessages.h"
#include "dpEntity.h"
#include "Entity.h"
#include "RenderComponent.h"
void AmSkullkinDrillStand::OnStartup(Entity* self) {
self->SetVar(u"bActive", true);
self->SetProximityRadius(new dpEntity(self->GetObjectID(), { 6, 14, 6 }), "knockback");
}
void AmSkullkinDrillStand::OnNotifyObject(Entity* self, Entity* sender, const std::u16string& name, int32_t param1, int32_t param2) {
}
void AmSkullkinDrillStand::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (!self->GetVar<bool>(u"bActive")) {
return;
}
if (!entering->IsPlayer() || status != "ENTER" || name != "knockback") {
return;
}
auto myPos = self->GetPosition();
auto objPos = entering->GetPosition();
NiPoint3 newVec = { (objPos.x - myPos.x) * 4.5f, 15, (objPos.z - myPos.z) * 4.5f };
GameMessages::SendKnockback(entering->GetObjectID(), self->GetObjectID(), self->GetObjectID(), 0, newVec);
GameMessages::SendPlayFXEffect(entering->GetObjectID(), 1378, u"create", "pushBack");
RenderComponent::PlayAnimation(entering, u"knockback-recovery");
}