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https://github.com/DarkflameUniverse/DarkflameServer.git
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92006123b8
- 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
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::u16string& 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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